COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A plurality of second coordinate sets in a virtual space are calculated on the basis of a first coordinate set to which an operation target object is moved. For each of the plurality of second coordinate sets, a movement allowance degree indicating whether or not movement of a follow-up object to the second coordinate set is allowed is calculated. On the basis of the movement allowance degrees for the second coordinate sets, a movement goal reference coordinate set which is a coordinate set serving as a reference for movement destination determination in moving the follow-up object toward a movement allowed position is calculated. The follow-up object is moved to a position based on the movement goal reference coordinate set.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
2.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A first object is moved to a first object coordinate set on the basis of an operation input, and along with the movement, a footprint coordinate set which is a coordinate set based on the first object coordinate set is stored in a time-series order. For a first footprint coordinate set among the stored plurality of footprint coordinate sets, whether or not a path to a second footprint coordinate set which is later in time series than the first footprint coordinate is passable is determined, and if the path is passable, the path is stored in association with the first footprint coordinate set. While a second object is being moved so as to track the stored plurality of footprint coordinate sets, if there is a passable path from a predetermined footprint coordinate set to a predetermined second footprint coordinate set, the second object is moved through the path.
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
3.
STORAGE MEDIUM, GAME SYSTEM AND GAME CONTROL METHOD
A non-limiting example game system includes a main body apparatus that executes a main story of a virtual game, and a game screen is displayed on a display device. If a player operates a ZL button when a predetermined flower object is arranged near a player character, a magic circle appears in front of the player character, and a rhythm game is started. In the rhythm game, a first marker is moved around the player character along an orbiting trajectory, and the player tilts an analog stick at a timing that the first marker arrives at a position that a second marker is arranged so as to designate the position that the second marker is arranged.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/54 - 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
4.
STORAGE MEDIUM, GAME SYSTEM AND GAME CONTROL METHOD
A non-limiting example game system includes a main body apparatus, and the main body apparatus executes a virtual game, and a game screen is displayed on a display. A player character, a first fellow character and background objects such as the ground, trees and rocks are displayed in the game screen. A judgment object of a rectangular parallelepiped is set to the player character, and it is judged whether line segments each connecting each of multiple judgment points that are set to vertices of the rectangular parallelepiped to a position of a virtual camera collide with the background object, respectively. When the number of the line segments that collide with the background object is two or more, it is judged that a silhouette of the player character is to be displayed. If it is judged that the silhouette of the player character is to be displayed, a silhouette of a part or whole of the player character that is hidden behind the background object when viewed from the virtual camera is displayed on a surface of the background object.
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
An electronic device includes: a housing; a display provided at a front side thereof; and a stand provided at a back side thereof. The housing has a transition wall between back and bottom walls, which extends further to the front as further downwardly separated from the back wall. The transition wall has a recessed part and a ventilation hole communicated with the recessed part. The stand is attached to the housing so that the stand can move between a closed state where the stand approaches the back wall and an open state where a bottom end part of the stand is separated away from the back wall so that the stand can support the housing at an angle from a placement surface. The stand is configured so that the bottom end part of the stand covers part of the recessed part when the stand is in the closed state.
A game using a user character is started on the basis of a first start instruction input. At a first timing after that, advancement of the game is finished, and advancement state data until then is transmitted to a server. On the basis of a second start instruction input from a user, a game that is based on advancement state data transmitted to the server by an information processing terminal of another user different from the user and acquired from the server is started, the game using an other-user character having been used in the game by the other user and the user character of the user. At a second timing after the start, advancement of the game is finished and advancement state data is transmitted to the server.
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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/58 - 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
STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
An example of an information processing apparatus acquires action data based on an output of a sensor according to a fitness action performed by a player, and executes a game event. In the game event, the information processing apparatus designates at least one type of fitness event from among a plurality of types of fitness events. Each fitness event causes the player to perform a fitness action. During the game event, the information processing apparatus executes a fitness event that causes the player to perform a fitness action corresponding to the designated fitness event until an ending condition is satisfied. The information processing apparatus determines whether or not the achievement condition has been satisfied, based on the action data acquired during the fitness event. The information processing apparatus repeats designation and execution of the fitness event until it is determined that the achievement condition has been satisfied.
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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
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 13/58 - 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 13/816 - Athletics, e.g. track-and-field sports
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
8.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system, when a player character is positioned at least on the ground, moves a non-player character being an ally of the player character in a virtual space. When the player character is positioned on the ground, the information processing system executes a first control associated with a predetermined character being the non-player character, according to an operation input including an input that is performed in a state where a predetermined positional relationship, indicating that the predetermined character and the player character are near to each other, is satisfied. When the player character is positioned in the air, the information processing system executes a second control associated with the predetermined character, according to a third operation input of the user, regardless of the positional relationship between the predetermined character and the player character.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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
9.
COMMUNICATION SYSTEM, SERVER, AND INFORMATION-PROCESSING METHOD
Exemplary communication system 1 includes game devices 10, communication terminals 20, and game support server 30. Game devices 10 enable users to perform a multi-play activity. Each of communication terminals 20 runs an application associated with corresponding game device 10. Game support server 30 divides communication terminals 20 into separate communication groups in accordance with a situation of the multi-play activity performed by game devices 10 so that communication terminals 20 belonging to a same communication group can communicate with each other.
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/215 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising means for detecting acoustic signals, e.g. using a microphone
A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
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 13/73 - Authorising game programs or game devices, e.g. checking authenticity
A63F 13/77 - Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A first character disposed is controlled based on an operation input, and a second character is controlled automatically, in a first mode. The second character is controlled based on an operation input in a second mode. The control of the first character includes at least performing an attack action using a combination weapon object generated by combining a weapon object with an item object. The control of the second character includes at least performing an attack action using an item object attached to a part of the second character.
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 13/42 - 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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
An example of an information processing system moves a player character in accordance with an operation of a player, automatically moves a first non-player character, and if the player character comes close to the first non-player character, in accordance with an operation input provided by the player, causes the player character to transition to an implementable state where the player character can implement a first effect associated with the first non-player character. If the player character is in the implementable state, in accordance with an operation input provided by the player, the example of the information processing system causes the player character to perform a predetermined action and also implement the first effect.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
12.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
An example of an information processing system moves a player character in accordance with an operation of a player, automatically moves a first non-player character, and when the player character is on a movable object and the movable object is moving, places the first non-player character on the movable object and causes the first non-player character to transition to an implementable state. If the first non-player character is in the implementable state, The example of the information processing system causes the first non-player character to perform a first action in accordance with an operation input provided by the player.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/42 - 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 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
An example of an information processing system moves a player character in accordance with an operation input provided by a player, causes the player character to make a remote attack based on a second operation input, and automatically moves a first non-player character. The example of the information processing system, if the player character comes close to the first non-player character, generates a determination area in accordance with an operation input provided by the player and expands the determination area in accordance with a lapse of time, and if the remote attack of the player character hits an object in the determination area, produces a first effect at a position hit by the remote attack.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/42 - 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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
14.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system moves a plurality of non-player characters in a virtual space according to movement of a player character. The non-player characters are allies of the player character. The information processing system performs a first control corresponding to a non-player character, according to a second operation input performed by a user in a state where a predetermined positional relationship indicating that the non-player character and the player character are near to each other is satisfied. The non-player character on which the first control is performed is set as a designated non-player character. The information processing system performs a movement control for the plurality of non-player characters so that a distance between the player character and the designated non-player character among the plurality of non-player characters becomes shorter than a distance between the player character and any normal non-player character.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
15.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system performs a control for moving a non-player character so as to accompany a player character, and a control for stopping movement of the non-player character within a first range according to stop of movement of the player character. The information processing system executes a control corresponding to the non-player character according to a second operation input performed in a state where a predetermined positional relationship indicating that the player character and the non-player character are near to each other is satisfied. In a case where the player character resumes moving after having been stopped, if the player character is positioned within a second range including the first range, the non-player character does not resume moving along with the player character, and the non-player character resumes moving according to the player character moving out of the second range.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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
16.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
Movement control of a player character in a field in a virtual space is performed based on a user's operation input. At least one first type of object is disposed in the field. Lightness for the first type of object is set such that the first type of object is visually recognized even when the field is dark. When the player character satisfies a first condition at a location where one of the at least one first type of object is disposed, lighting is set in the virtual space such that a range in the field including the location is lighter than before the first condition is satisfied.
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 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
17.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
Movement control of a player character in a virtual space is performed based on a user's operation input. When it is determined that an impact has been applied to a first object in the virtual space, the first object, or a second object instead of the first object, is installed on a terrain object related to a location where the impact has been applied to the first object, and lighting is set in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation.
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 13/42 - 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 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
18.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, AND INFORMATION PROCESSING METHOD
At a position including coordinates of an input start possible point on a first display, an image indicating the input start possible point is displayed, and at a position including coordinates of an input target point on a second display, an image indicating the input target point is displayed. Then, if a coordinate input to the first display includes an input to a position including the coordinates of the input start possible point, and a coordinate input to the second display includes an input to a position including the coordinates of the input target point, based on trajectories of coordinates of the coordinate inputs to the first display and the second display, a positional relationship between the first display and the second display is determined.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
G06F 3/0488 - 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
An example of an information processing system moves a player character on a field, based on a movement operation input. The information processing system causes a sub character on the field, based on a first operation input. When an enemy character is placed at a location where the sub character is caused to appear, the information processing system controls a battle by a first mode in which the battle proceeds based on an operation input. When the enemy character is not placed at the location, the information processing system starts automatic control of automatically moving the sub character. The information processing system moves the sub character, based on a second operation input, and when the enemy character is placed at a location of a designation, the information processing system controls a battle by a second mode in which the battle automatically proceeds.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/42 - 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
20.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
A virtual surface is generated on the basis of a collision for contact determination. Furthermore, a polygon mesh associated with a first texture is associated with the virtual surface. When a predetermined range targeted by a color update event overlaps the collision, color at coordinates on a second texture associated with the virtual surface is updated on the basis of an association relationship between the collision and the virtual surface. Then, the polygon mesh is rendered using the first texture and the second texture.
G06T 17/20 - Wire-frame description, e.g. polygonalisation or tessellation
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
An example game controller includes a housing main body formed by connecting a housing member on a front surface side and a housing member on a back surface side. On the left and right of the housing main body, holding portions are provided. To the left and right holding portions, a pair of grip portions covering the entirety of the holding portions are connected. A boundary portion between two housing members is covered with a grip portion. Thus, when a user grips the grip portion, the grip portion is likely to fit the hand well. Thus, it is possible to improve the operability.
A first appearance region for a first group is set at or near a center of a game stage. A second and a third appearance region for a second and a third group are set closer to respective end portions of the game stage than the first appearance region is. A character is caused to perform an action more advantageously in a game when the character is in a region rendered in a color relating to the group to which the character belongs than when the character is not in the region. It is determined that the first group is a winner in a game when a first condition is satisfied based on actions performed by the characters, and that the second and third groups are a winner in the game when a second condition is satisfied based on actions performed by the characters.
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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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
23.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING IMAGE PROCESSING PROGRAM, IMAGE PROCESSING SYSTEM, IMAGE PROCESSING APPARATUS, AND IMAGE PROCESSING METHOD
An exemplary image processing system first writes normal line information and color information into the G buffer and depth information into the depth buffer for a first object. Next, at a time of writing the normal line information into the G buffer for a second object, the exemplary image processing system calculates a difference between the depth information of a first object and the depth information of the second object, and blends the normal line information of the first object with the normal line information of the second object based on the difference, and writes the blended normal line information into the G buffer. The exemplary image processing system then renders an image in a frame buffer based on information stored in the G buffer and light source information.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
An item selected by a user is set as a first owned item. A state change item which changes a state of an operation character from a first state to a second state is associated with the operation character, and the operation character is caused to own a second owned item associated with the state change item. During a game, when a state change condition is satisfied, the state of the operation character is changed from the first state to the second state. When the operation character is in the first state, use item candidates not including the second owned item are presented to the user, and when the operation character is in the second state, use item candidates including the second owned item are presented and a game event is advanced using an item designated by the user.
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 13/58 - 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
25.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND GAME PROCESSING METHOD
An example of an information processing system executes competitive game processing for causing a plurality of characters including a use character used by a player and an opponent character as an opponent of the use character to compete against each other in a virtual space. For each of the plurality of characters, at least a kind of the character, at least one first type associated with each kind of the character, a second type individually set with respect to each character, and categories of attacks which can be used by a character in a competition and with which a third type is associated are set. In the competitive game processing, the information processing system performs control to, in a case where a predetermined condition is satisfied, change a state of a character satisfying the condition from a first state to a second state.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
An information processing program contained in a non-transitory storage medium is executed by a computer of a first terminal of a first user among a plurality of networkable terminals. The information processing program causes the computer to function as: status information acquisition means 34 for acquiring status information from a second terminal of a second user; other user character placement means 51 for placing second user character associated with the second user of the second terminal that has sent the acquired status information in a virtual space in a specified scene in a specified application; user character control means 52 for controlling a first user character associated with a first user and placed in the virtual space, and moving the first user character based on the first user's move operation input; and list image presentation means 54 for, if a specified operation input is given by the first user in the specified scene, presenting a list image for listing notifications about the acquired status information.
A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
A63F 13/53 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
27.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM
A role capable of being designated and determined on the basis of an aptitude information piece set for an operation character, among a plurality of roles for which usable item types are determined, respectively, is presented and designated. In addition, a special character with which any of a plurality of aptitude information pieces is associated is associated with the operation character. A game event is advanced using an item designated by a user from among aptitude items corresponding to the role of the operation character among owned items owned by the operation character. A parameter set for a combination of the operation character and the special character is updated on the basis of progress of a game, and when the parameter satisfies an aptitude information addition condition, an aptitude information piece of the special character is added to the operation character.
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 13/58 - 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
28.
STORAGE MEDIUM, GAME SYSTEM AND GAME CONTROL METHOD
A non-limiting example game system includes a main body apparatus that executes a virtual game, and a game screen is displayed on a display. On the game screen, a player character and background objects such as a floor, stairs and a door are displayed, an indicating object is displayed so as to surround the player character. The indicating object is an object that indicates a direction that the player character is to move, and specifically, indicates a target point set in a virtual space. The indicating object includes a first direction indicating portion of a circular shape or cylindrical shape and a second direction indicating portion of a triangular shape, and a horizontal orientation and a lean are controlled so that a direction toward a colored portion from a non-colored portion of the first direction indicating portion faces the target point.
An information processing program contained in a non-transitory storage medium is executed by a computer of a first user terminal 30 among a plurality of networkable user terminals 30. The information processing program causes the computer to function as: string setting means 33 for setting an arbitrary string specified by a first user in association with the first user; status information acquisition means 34 for executing a specified application and, while executing the specified application, acquiring status information that is sent from second terminal of second user for whom the same string set in association with the first user is set and indicates a status of the specified application being executed on the second terminal; and notification presentation means 35 for presenting a notification based on the acquired status information to the first user.
A63F 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
30.
STORAGE MEDIUM, GAME SYSTEM AND GAME CONTROL METHOD
A non-limiting example game system includes a main body apparatus that executes a virtual game, and a game screen is displayed on a display. In the game screen, a player character and background objects such as a floor, stairs and a door are displayed. In a normal mode during play of a normal game, if a change to a shooting mode is selected, a virtual camera is arranged in a position and a direction that are set based on a position and a direction of a virtual camera in the normal mode. Moreover, if a change to a menu mode from the normal mode is selected, the virtual camera is arranged based on a position and a direction of the player character to view a virtual space over a shoulder of the player character. If the shooting mode is selected in the menu mode, the virtual camera is arranged in a position and a direction that are set based on a position and a direction of the virtual camera in the menu mode.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
31.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, SYSTEM, AND METHOD
A program that causes a computer to execute an application based on communication between/among a plurality of users causes the computer to function as first game execution means for executing a first game that increases a first parameter, second game execution means for executing a second game when an execution condition is satisfied, and determination means for determining whether or not there is a record of a second application. When the first parameter is in a prescribed state or when there is a record, the execution condition is determined as being satisfied.
A63F 13/55 - Controlling game characters or game objects based on the game progress
32.
NON-TRANSITORY STORAGE MEDIUM ENCODED WITH COMPUTER READABLE PROGRAM, GAME DEVICE, AND METHOD OF CONTROLLING GAME DEVICE, THAT ALLOW EARLY START OF OPERATION OF PLAYER CHARACTER WHILE GAME INFORMATION IS APPROPRIATELY CONVEYED
A non-transitory storage medium encoded with a computer readable program executed by a computer of a game device, at least one computer being configured to perform operations comprising obtaining data for determining a message to be shown while a game is running and performing conveyance processing for generating and providing a first image including a plurality of messages indicating game information of the game based on the obtained data such that the plurality of messages are sequentially shown. When the conveyance processing is terminated and the game processing is started, the second image further including a plurality of messages indicating the game information of the game based on the obtained data is generated and provided such that the plurality of messages are automatically sequentially shown.
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 13/5252 - 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 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
33.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
In an example of an information processing system, in a case where a user character is present on an area in a first state on a wall surface, and while an input to an operation button is continued, the user character is caused to perform a preliminary action, and if at least the input to the operation button ends, the user character is moved to a boundary between the area in the first state and another area on the wall surface. If the user character reaches the boundary, the user character is caused to jump from the boundary.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/69 - 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 13/42 - 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
34.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM WITH EXECUTABLE DEVELOPMENT PROGRAM STORED THEREON, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
A development program for development of an application program is provided. The development program includes instructions for extracting from a source code of an application program, a predetermined description including at least a first description that designates a data name and a second description that designates a first function or a first variable for obtaining a value and instructions for generating, based on the predetermined description, an additional code to be executed as processing for holding data on a first object of the application program and adding the additional code to the source code of the application program. The additional code is for performing processing for holding, as data corresponding to the first object, a value obtained by the first function designated in the second description or a value of the first variable designated in the second description under the data name designated in the first description.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM WITH EXECUTABLE DEVELOPMENT PROGRAM STORED THEREON, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
A development program for development of an application program with a programming language in which an object is generated based on a type is provided. The development program includes instructions for identifying a type definition in a source code of the application program and instructions for generating a first code that generates an intermediate object for asset data corresponding to each of objects generated based on the identified type definition and adding the generated first code to the source code of the application program. The intermediate object is stored as the asset data.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM WITH EXECUTABLE DEVELOPMENT PROGRAM STORED THEREON, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
A development program for development of an application program with a programming language in which an object is generated based on a type is provided. The development program includes instructions for generating or extracting a first type definition of an object from a source code of the application program and instructions for generating a schema file that describes a data structure of the first type definition.
It is detected that a first input operation has been performed by a user. An event occurrence process of causing an event to occur each time the first input operation is performed once is performed. A parameter change process of changing a parameter each time the event occurs is performed. A display image including an image corresponding to the parameter is generated. When the first input operation is repeatedly performed a plurality of times by the user, if the parameter becomes included in a reference range, the event occurrence process is temporarily stopped and then restarted.
A process of causing an event using an object associated with a use object type to occur each time a first input operation is performed once is performed. A counter associated with the use object type is changed each time the event occurs. If the counter becomes included in a reference range, the use object type is switched from a first object type to a second object type. Furthermore, when the first input operation is repeatedly performed a plurality of times, if the counter becomes included in the reference range, a process of causing an event using an object associated with the second object type is temporarily stopped and then restarted.
A63F 13/55 - Controlling game characters or game objects based on the game progress
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
39.
SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, METHOD, AND INFORMATION PROCESSING APPARATUS
A system that executes a communication game with communication between/among a plurality of terminals is provided. Each of the terminals includes content data that is available at least in the communication game when at least a predetermined condition is satisfied and a decryption key. A first terminal of the terminals that satisfies at least the predetermined condition includes an encryption key corresponding to the decryption key. The first terminal transmits encrypted data encrypted with the encryption key to another terminal when it executes the communication game. When another terminal receives the encrypted data from the first terminal, another terminal verifies the encrypted data based on the decryption key. When verification of the encrypted data received from the first terminal is successful, a second terminal of the terminals that does not satisfy the predetermined condition permits temporary use of content data in the communication game by the second terminal.
A63F 13/71 - Game security or game management aspects using secure communication between game devices and game servers, e.g. by encrypting game data or authenticating 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
40.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD, AND NON-TRANSITORY STORAGE MEDIUM
An information processing system 1 comprises: a presentation unit 32 for presenting display images relating to a plurality of kinds of content identification information to a user; an acquisition unit 33 for acquiring content identification information chosen by the user from among the content identification information presented to the user; a content determination unit 13 for determining playback content corresponding to the content identification information chosen by the user; a playback unit 34 for playing the playback content; and a flag setting unit 14 for, in response to the playback content having been played, associating a Viewed flag indicating that the relevant playback content has been played with the user's identification information. The content determination unit 13 determines the playback content corresponding to the content identification information chosen by the user in such a way that the playback content varies in detail depending on the Viewed flag.
H04N 21/442 - Monitoring of processes or resources, e.g. detecting the failure of a recording device, monitoring the downstream bandwidth, the number of times a movie has been viewed or the storage space available from the internal hard disk
H04N 21/482 - End-user interface for program selection
H04N 21/462 - Content or additional data management e.g. creating a master electronic program guide from data received from the Internet and a Head-end or controlling the complexity of a video stream by scaling the resolution or bit-rate based on the client capabi
41.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
For an object group including at least one object, the number of sounds to be reproduced is determined in accordance with the total number of objects. In addition, a reproduction sound(s) whose number is equal to the number of sounds is selected through random selection such that, with a probability based on a ratio of the number of each type of the objects included in the object group, the reproduction sound associated with each type of the objects, and the selected reproduction sound(s) is reproduced.
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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
42.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING IMAGE PROCESSING PROGRAM STORED THEREIN, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING SYSTEM, AND IMAGE PROCESSING METHOD
A first texture including first color information, a second texture including second color information, and a third texture including height information are managed. The first color information, of the first texture corresponding to a surface of an object, obtained on the basis of a first correspondence relationship is obtained. A second correspondence relationship which is a relationship between the surface of the object and the second texture is corrected on the basis of a relationship between a line-of-sight direction of a virtual camera and orientation of the surface of the object and the height information specified on the basis of a third correspondence relationship, and the second color information is obtained from the second texture on the basis of the corrected second correspondence relationship. Then, a rendering color is determined using the obtained color information, and the surface of the object is rendered.
Displaying is performed based on a map image of an area in a first state including map information or a map image of an area in a second state not including the map information. When a first condition is satisfied at a first location on a ground field of a first ground area, a ground map of the first ground area and an airspace map of a first airspace area above the first location are changed from the second state to the first state. When the first condition is satisfied, a player character is moved from the first location to a second location in an airspace field of the first airspace area, and movement control based on a user's movement operation input is resumed after the movement to the second location.
A63F 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
44.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
When an object of interest is hidden by a first hiding object as viewed from a virtual camera, the virtual camera is moved, on a virtual line from the virtual camera toward the object of interest, to a first position that is a position where the virtual line first passes through the first hiding object or a position closer to the object of interest than this position. When the virtual camera is moved to the first position, if at least a part of the object of interest is further hidden by a second hiding object, the virtual camera is not moved to a second position that is a position where the virtual line first passes through the second hiding object or a position closer to the object of interest than this position, until a re-movement condition is satisfied.
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
A63F 13/5255 - 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
45.
STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, AND GAME PROCESSING METHOD
An example of an information processing system controls motions of a plurality of non-player characters in a virtual space. The information processing system, based on a predetermined condition, sets each of the plurality of non-player characters in a fightable state for fighting against another non-player character or a player character operated according to an operation input performed by a user. A fighting group in which a plurality of characters including a non-player character in the fightable state participate, is set. For the non-player character participating in the fighting group, another character participating in the fighting group is set as a fight target. Based on the fight target set for the non-player character, a motion, regarding a fight, of the non-player character is controlled.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
46.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME PROCESS METHOD, AND GAME SYSTEM
A first game which advances independently of a plurality of opponent's game processes is started at the same start timings as the opponents. In the first game, a player object is controlled, a time limit is decreased with elapse of time, a time limit is increased if the player object has successfully performed a predetermined action, and advancement of the first game is ended when the time limit reaches zero. In addition, first game state data is transmitted to second information processing apparatuses, and second game state data is acquired from the second information processing apparatuses. Then, a display image including a first image based on the first game state data and a second image based on the second game state data is sequentially generated. If the first game is ended, evaluation relative to the opponents is performed in accordance with elapsed time since the start of the first game.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/45 - Controlling the progress of the video game
47.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
When there are a first number of first candidate objects in a first range close to a first object and there are a second number of second candidate objects in a second range far from the first object, the first object is caused to perform an action in one of (1) a first manner in which, before the action is performed with the second candidate object as a target, the action is performed with the first candidate object as a target a number of times that is equal to or less than the first number and (2) a second manner in which, before the action is performed with the first candidate object as a target, the action is performed with the second candidate object as a target a number of times that is equal to or less than the second number.
A reference position is determined on the basis of a position of a player character before the player character performs a target action at a first position. When the player character comes into contact with a terrain object at a second position by performing the target action, whether or not a height of the second position with respect to the reference position is equal to or greater than a height threshold is determined. When it is determined that the height of the second position is equal to or greater than the height threshold, the player character is caused to move in a forced movement direction that is a direction toward the first position side with respect to the terrain object among directions away from the terrain object or is a downward direction along the terrain object.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/577 - 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 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
49.
SYSTEMS AND METHODS OF CONTROLLING VIRTUAL CHARACTERS BASED ON COLOR WITHIN A GAME SPACE
An information processing system includes a controller which receives an operation input of a user and an information processing unit which performs an information process based on the operation input received by the controller. The information processing unit includes a game progress unit which controls an own character in the virtual space based on the operation input of the user to draw the virtual space with the corresponding color of the own character and a battle determination unit which performs a battle determination based on a drawing state of a corresponding color of an enemy character, which is different from the corresponding color of the own character, to a virtual space and a drawing state of the corresponding color of the own character to the virtual space.
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 13/63 - 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
In a single play mode, a sight is moved by a first operation method using a sight movement instruction input, an operation target object is caused to execute an action by a second operation method using an action instruction input, and the operation target object is moved by a third operation method. In a multiplayer mode, the sight is moved by the first operation method performed by a first player, the operation target object is caused to execute the action by the second operation method performed by the first player, and the operation target object is moved by a fourth operation method based on a movement input by a second player.
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
51.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
In a multiplayer game, an operation method in which player objects are operated is switched from an individual operation method to a joint operation method. In the individual operation method, each player is caused to move a sight which is an operation target of each player by a first operation method, each player object is caused to execute an action toward the sight by a second operation method, and the player object corresponding to each player is moved by a third operation method. In the joint operation method, the sight is moved by the first operation method performed by a first player, the action is executed by the second operation method performed by the first player, and a joint player object is moved by a fourth operation method performed by a second player.
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
52.
IMAGE DISPLAY SYSTEM, NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN IMAGE DISPLAY PROGRAM, DISPLAY CONTROL APPARATUS, AND IMAGE DISPLAY METHOD
An example of an image display system includes a goggle apparatus including a display section. A virtual camera and a user interface are placed in a virtual space. In accordance with the orientation of the goggle apparatus, the orientation of the virtual camera in the virtual space is controlled. For example, in a case where the line of sight of the virtual camera rotates in a left direction in a yaw direction and then reverses in a right direction, and when the amount of change in the right direction is greater than or equal to a threshold, the user interface is moved to the front of the virtual camera.
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
A computer system is provided for converting images through use of a trained neural network. A source image is divided into blocks and context data is added to each pixel block. The context blocks are split into channels and each channel from the same context block is added to the same activation matrix. The action matrix is then executed against a trained neural network to produce a changed activation matrix. The changed activation matrix is then used to generate a converted image.
G06T 3/40 - Scaling of a whole image or part thereof
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
G06T 1/20 - Processor architectures; Processor configuration, e.g. pipelining
A non-limiting example content holding system includes a game apparatus and a server, which are connected to each other communicably via a network. Multiple types of games can be played on the game apparatus, and a character used in the game can be deposited with the server. In a case of depositing a character with the server, character data is converted into a format having a common area and an inherent area of a game. When keeping the character, the server updates, in withdrawal character data of the character, only common data and data of the inherent area used in the game. When withdrawing a deposited character, the game apparatus acquires, from withdrawal character data held on the server, the character data having the common area, and the inherent area of the game that uses the character to be withdrawn, and converts the acquired character data into a format to be used in the game, and saves the converted data while including in save data.
An example game controller is removably attachable to a main unit. The game controller includes a controller-side slide member. The controller-side slide member protrudes from a first surface of the game controller and is configured to slidably engage with the main unit-side slide member in a slide direction. The controller-side slide member has a first end and a second end in the slide direction, and the game controller is configured to be attached to the main unit by inserting the controller-side slide member into the main unit-side slide member. The controller-side slide member includes a protruding portion and at least one terminal. The protruding portion protrudes from the first end side of the controller-side slide member in the slide direction and has a facing surface that faces the first surface of the game controller. The at least one terminal is between the facing surface and the first surface.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
A63F 13/843 - Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/235 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console using a wireless connection, e.g. infrared or piconet
When any one of a plurality of types of first operations respectively corresponding to a plurality of types of commands associated with each playable character is performed and the commands are executable, an example of an information processing system performs control such that an operation target character performs actions corresponding to the commands. When a second operation is performed, the information processing system switches the operation target character to another character among a plurality of the playable characters. When a third operation is performed in a state where a character included in a first set is the operation target character, and a first special character is appearable, the information processing system performs control such that the first special character appears in a virtual space and is set as the operation target character.
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 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
58.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
An exemplary information processing apparatus determines whether or not first operation is performed on the operating device, based on the operation data; displays a UI image in a first situation, and repeats display of a first gauge extending to the first length while the first operation is not performed in the first situation. Further, when the first operation is continuously performed in the first situation, a second gauge extending is displayed, and when the second gauge reaches the second length, first processing associated with the operation is performed.
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/533 - 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
59.
STORAGE MEDIUM STORING GAME PROGRAM, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
Movement-related parameters used in virtual physical calculation are changed such that a designated object selected based on an operation input is caused to perform return movement to return to previously recorded positions and orientations, sequentially backward from the time of giving a start instruction based on the operation input. A state in a virtual space including a player character, the designated object, and other objects is updated based on the virtual physical calculation.
On the basis of operation data acquired from an operation device including an inertial sensor, whether or not a swing input to the operation device has been performed is determined. A learned model generated on the basis of a plurality of teacher data each associated with one of a plurality of swing directions, the learned model being for determining which swing direction out of the plurality of swing directions the operation device has been swung in, is managed. The operation data acquired in a period in which the swing input has been performed is inputted to the learned model, and a swing direction in which the operation device has been swung is determined on the basis of an output from the learned model corresponding to the input. Game processing is executed on the basis of the swing direction.
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
In a stadium designation process, a first stadium associated with a first team and a second stadium associated with a second team are designated. In a competitive game process, the first team and the second team are caused to compete against each other in a combined stadium object including a first stadium portion based on the designated first stadium and a second stadium portion based on the designated second stadium, in a virtual space.
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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
62.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
During play of a multi-player competitive game, a specified number of sets of play is performed on the basis of an operation input by a player, and a score based on a play result and a total score of the scores calculated so far are calculated for each play. Player information regarding each player of the multi-player competitive game is updated as necessary and displayed, regardless of whether all players have completed play in a predetermined set, such that the player information is displayed in a display order corresponding to rankings based on total scores obtained so far. Furthermore, final rankings are displayed on the basis of the total scores after completion of the specified number of sets of play by all the players.
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A blurred image is generated by blurring an image of a virtual space in a range of view from a virtual camera with a degree of blurring depending on a distance from the virtual camera. The blurred image is generated with the degree of blurring additionally depending on an imaging direction of the virtual camera. The blurred image is output on a display screen.
A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A blurred image is generated by blurring an image of a virtual space in a range of view from a virtual camera with a degree of blurring depending on a distance from the virtual camera. The blurred image is output on a display screen. The degree of blurring is determined, additionally depending on a location in the blurred image, and for at least a portion of locations in the blurred image, is changed, depending on at least one of an imaging direction of the virtual camera and a distance between a location of interest in the virtual space and the virtual camera.
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
65.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
In a first case, the movement speed of a movement object is reduced on the basis of a first correction value that is calculated on the basis of a delay time and that is changed in accordance with an elapsed time from start of movement of the movement object, to move the movement object. In a second case, the movement speed of the movement object is reduced on the basis of a second correction value that is calculated on the basis of the delay time and that is not changed in accordance with an elapsed time from start of movement of the movement object, to move the movement object.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
66.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
An example of a game system executes a racing game where a plurality of movement objects are moved in a course in a virtual space. The course includes a branch portion branching into a plurality of branch destinations, and the plurality of movement objects pass through the branch portion multiple times in progressing through the course. In the branch portion, a branch destination that a movement object is allowed to enter or a branch destination that the movement object is restricted from entering is switched in accordance with a degree of progress of the movement object in the racing game.
A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
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 13/803 - Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
67.
INPUT DEVICE, GAME CONTROLLER, AND INFORMATION PROCESSING APPARATUS
A controller as an example of an exemplary embodiment includes a housing including an opening, and an operation member, a part of which is exposed through the opening. The operation member includes a key top exposed through the opening and operated by a user, a shaft portion extending downward from the key top, and a protruding portion protruding from the shaft portion. Further, in the housing, a pedestal with which the protruding portion of the operation member comes into contact when the operation member is tilted is provided. The tilt of the operation member is limited by the protruding portion coming into contact with the pedestal. Further, a sensor for detecting pressure is provided on the pedestal.
In a first area in a virtual space, an example of an information processing system renders a first shadow positioned in a first direction from an object, and a second shadow positioned in a second direction from the object. The information processing system renders a third shadow positioned in the second direction from the object, in a second area darker than a first reference area corresponding to a range in the first area. The information processing system renders the third shadow such that a color difference between a color in a second reference area corresponding to a range, in the second area, in which the third shadow is not positioned, and a color in the area of the third shadow is greater than a color difference between a color in the first reference area and a color in the area of the second shadow.
INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
An exemplary information processing system generates an assembled object by assembling a plurality of virtual objects based on an input by a user. The plurality of virtual objects include virtual power objects each configured to provide power to the assembled object and a virtual controller object. While the virtual power object and the virtual controller object are included in the assembled object, the information processing system causes the one or more virtual power objects to operate to move the assembled object in a predetermined traveling direction, and causes a moving direction of the movable object to change based on an input by the user.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
70.
STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM AND GAME PROCESS METHOD
An example of an information processing apparatus displays, on a display device, a game image including a virtual game field where a player character is placed. The information processing apparatus generates a unified equipment object based on an equipment object and a material object, wherein the unified equipment object has an external appearance obtained by unifying together the equipment object and the material object. When a unification instruction is given while in a state where the display device is displaying a scene where the player character equipped with an equipment object and a material object are placed on the game field, the information processing apparatus generates the unified equipment object; and the information processing apparatus updates the game image so as to make the material object disappear and change the equipment object equipped on the player character to the unified equipment object.
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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/69 - 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
71.
INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
An example of an information processing system connects a plurality of virtual objects, thereby generating an assembled object, and selects as a selected object at least any one of the plurality of virtual objects forming the assembled object. In a case where the selected object is selected, and if an input to an input section satisfies a release condition, another virtual object connected to the selected object is detached, and a connection of a virtual object that forms the assembled object and is not connected to the selected object is maintained.
A63F 13/55 - Controlling game characters or game objects based on the game progress
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 13/44 - 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
72.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
A game system (100) comprises: an object management section (111) that associates a game object for which an acquisition condition is met with user's identification information; an game execution section (112) that executes a game using a game object selected by the user from among the game objects associated with the user's identification information; and the parameter determination section (113) that determines parameters to be given to the user to obtain in-game rewards according to the game objects used in the game. The game execution section (112) further executes the game using a combination of a decorative object and an in-game avatar. When the user executes the game using the combination of the decorative object and the in-game avatar, the parameter determination section (113) determines the parameter so that the value of the parameter becomes larger the greater the number of the decorative object types.
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
73.
STORAGE MEDIUM STORING GAME PROGRAM, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
A region is set in a virtual space, based on a user's operation. A material object is moved in the virtual space, based on the user's operation. A product relating to a plurality of the material objects is caused to appear with at least a portion of the product included in the region, using at least the material objects having at least a portion included in the region.
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 13/50 - Controlling the output signals based on the game progress
A63F 13/55 - Controlling game characters or game objects based on the game progress
74.
INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING APPARATUS
An example of an information processing system selects a first object among a plurality of virtual objects by a selection operation of a user and generates a bonding object indicating respective bonding positions on the selected first object and a second object among the plurality of virtual objects. In accordance with a bonding instruction from the user, the first object and the second object are bonded to each other at the respective bonding positions.
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 13/577 - 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
75.
INFORMATION PROCESSING SYSTEM, CONTROLLER, INFORMATION PROCESSING METHOD, AND COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM
This information processing system includes: a controller including a stick to be displaced from an initial position by a user's operation, restoring force imparting means applying a restoring force for returning a position of the displaced stick to the initial position, a resistance section using a magnetorheological fluid whose viscosity changes in accordance with an intensity of a magnetic field and which serves as a resistance when the stick is displaced from/to the initial position, and a magnetic field generation section which provides the magnetic field to the magnetorheological fluid; and a circuit capable of controlling the magnetic field generation section. The circuit changes the intensity of the magnetic field such that, when a displacement direction of the stick is a direction of approaching the initial position, the viscosity is greater than when the displacement direction is a direction of moving away from the initial position.
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
G06F 3/0338 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
76.
INFORMATION PROCESSING SYSTEM, CONTROLLER, INFORMATION PROCESSING METHOD, AND COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM
This information processing system includes: a controller including an operation element, a restriction member, a resistance section using a magnetorheological fluid whose viscosity changes with an applied-magnetic-field intensity and which serves as a resistance corresponding to the viscosity when the position of the operation element is displaced, and a magnetic field generation section to provide the magnetic field; and a circuit capable of controlling the magnetic field generation section. In a first state, a movable area of a position of the operation element is restricted to a basic movable area. In a second state, the magnetic field generation section is controlled so that the viscosity becomes a first viscosity, when the operation element is in a first area, and so that the viscosity becomes a second viscosity when the operation element is in a second area.
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
G06F 3/0338 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
77.
Information processing system, controller, information processing method, and computer-readable non-transitory storage medium having stored therein information processing program
This information processing system includes: a controller including an operation element to be displaced from an initial position by user's operation, a restoring force imparting section applying a restoring force for returning the displaced operation element to the initial position, a resistance section using a magnetorheological fluid whose viscosity changes with a magnetic-field intensity and which becomes resistance when the operation element is displaced from/to the initial position, and a magnetic field generation section which provides the magnetic field to the magnetorheological fluid; and a circuit capable of controlling the magnetic field generation section. The circuit controls a magnetic-field intensity so that the viscosity of the magnetorheological fluid periodically changes at least between a first viscosity state and a second viscosity state in which the viscosity is lower than in the first viscosity state so that the operation element returns to the initial position by the restoring force.
G06F 3/038 - Control and interface arrangements therefor, e.g. drivers or device-embedded control circuitry
G05G 9/047 - Manually-actuated control mechanisms provided with one single controlling member co-operating with two or more controlled members, e.g. selectively, simultaneously the controlling member being movable in different independent ways, movement in each individual way actuating one controlled member only in which movement in two or more ways can occur simultaneously the controlling member being movable by hand about orthogonal axes, e.g. joysticks
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G06F 3/0338 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
78.
SERVER, INFORMATION PROCESSING SYSTEM, STORAGE MEDIUM, AND TRANSMISSION METHOD
An example of a storage medium accessible by a server stores a plurality of video content items that are assigned sequential numbers. The storage medium stores premise information, which is information related to another video content item of the plurality of video content items other than the at least one video content item. The storage medium stores history information. The server receives, from the terminal, information that indicates a specified video content item that is specified by the user from among the plurality of video content items. Based on the premise information associated with the specified video content item and the history information of the user, the server generates an additional content item that describes the other video content item corresponding to the premise information. The server transmits the specified video content item and the additional content item to the terminal.
H04N 21/235 - Processing of additional data, e.g. scrambling of additional data or processing content descriptors
H04N 21/258 - Client or end-user data management, e.g. managing client capabilities, user preferences or demographics or processing of multiple end-users preferences to derive collaborative data
H04N 21/232 - Content retrieval operation within server, e.g. reading video streams from disk arrays
H04N 21/84 - Generation or processing of descriptive data, e.g. content descriptors
79.
Computer-readable non-transitory storage medium having information processing program stored therein, information processing system, information processing apparatus, and information processing method
In a virtual space of an own apparatus, the movement speed of a movement object is reduced on the basis of a reduction value according to a communication delay time with respect to an opponent apparatus. The reduction value is adjusted such that the movement speed of the movement object is reduced in accordance with the time having elapsed from start of movement of the movement object. The opponent character object is caused to perform an action on the movement object, on the basis of data received from the opponent apparatus.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
Using output of an inertial sensor, whether an operation device is in a swing state of being swung is determined. Whether the operation device is rotated in a first direction about a predetermined axis of the inertial sensor or a second direction opposite to the first direction, is determined. Whether the operation device is swung in an upward direction or a downward direction is determined. First processing is executed in at least either a case where the operation device is rotated in the first direction about the predetermined axis or a case where the operation device is swung in the upward direction, during the swing state. Second processing is executed in at least either a case where the operation device is rotated in the second direction about the predetermined axis or a case where the operation device is swung in the downward direction, during the swing state.
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
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 13/428 - 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
81.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
The position of an opponent character is controlled on the basis of position data sequentially received from an opponent apparatus. The position of the opponent character is adjusted on the basis of the position data, the movement direction of a movement object, and a delay time in communication with an own apparatus. The opponent character is caused to perform an action on the movement object, on the basis of data received from the opponent apparatus.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, GAME PROCESSING SYSTEM, GAME PROCESSING APPARATUS, AND GAME PROCESSING METHOD
In a virtual space, a virtual camera is set in a direction such that at least a part of a ground is included in the field of view of the virtual camera. Movement of a predetermined object located above the ground in the virtual space is controlled based on game processing. In a rendering process of generating, based on the virtual camera, a game image including the ground and the object, if the height of the object in the virtual space is greater than a predetermined height, the game image is generated such that a contour of the object is rendered.
INFORMATION PROCESSING SYSTEM, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
During execution of a game, first-type processing is executed if it is determined that an input device has been moved in a first direction at a timing when a predetermined condition is satisfied during execution of the game, on the basis of operation data including at least data based on an output of an inertial sensor. In a case where, on the basis of the operation data, it is determined that the input device has been moved in a second direction at a timing when the predetermined condition is satisfied, if it is further determined that the input device has been moved in the first direction during a predetermined suspension period, the first-type processing is executed. If it is determined that the input device has not been moved in the first direction during the predetermined suspension period, second-type processing is executed after the predetermined suspension period has elapsed.
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 13/44 - 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
An example of a button device includes a keytop, a spacer and a substrate. At least a part of the keytop is light-transmissive. The spacer is provided below the keytop and at least a part of the spacer is light-transmissive. The substrate is provided below the spacer and has a light-emitting section and a detection section on an upper surface. A lower surface of a central portion of the keytop is located on an upper side relative to a lower surface of an outer edge portion around the central portion. The spacer includes a protruding portion protruding in a downward direction. The protruding portion presses the detection section in response to movement of the spacer in the downward direction due to the keytop being pressed.
H01H 13/02 - Switches having rectilinearly-movable operating part or parts adapted for pushing or pulling in one direction only, e.g. push-button switch - Details
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME PROCESSING SYSTEM, GAME PROCESSING APPARATUS, AND GAME PROCESSING METHOD
When a predetermined condition has been satisfied, an input determination period including a first period and a second period being a period after the first period is started. In the input determination period, when it has been determined that a first-time operation input by the user has been performed within the first period, the second period is extended, and an operation character is caused to perform a predetermined action, on the basis of whether or not it has been determined that there is a consecutive success in which a second-time operation input by the user is determined to have been performed within the second period.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/44 - 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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, AND INFORMATION PROCESSING METHOD
An example of an information processing system determines a shear parameter including shear direction components in at least two directions and a moment parameter including moment direction components with respect to at least two axes, the shear parameter and the moment parameter relating to a user operation on an operation handler. Then, the example of the information processing system, based on a first input that is one of the shear parameter and the moment parameter, executes first control, and based on a second input that is the other of the shear parameter and the moment parameter, executes second control.
G06F 3/0338 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of limited linear or angular displacement of an operating part of the device from a neutral position, e.g. isotonic or isometric joysticks
G06F 3/0362 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of 1D translations or rotations of an operating part of the device, e.g. scroll wheels, sliders, knobs, rollers or belts
G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
87.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME PROCESSING SYSTEM, GAME PROCESSING APPARATUS, AND GAME PROCESSING METHOD
When, on the basis of an operation input by a user, due to a predetermined action by an operation character of a first team, the operation character has collided with a teammate character of the first team, the teammate character is moved in a collision direction. When the teammate character having been moved in the collision direction has collided with an opponent character, the opponent character is stopped or moved in a collision direction.
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 13/67 - 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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
88.
COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
A competitive sports game in which a team of a first club that at least one user joins and a team of a second club are caused to compete against each other is executed. Here, at least the first club is associated with a rank that is information regarding a degree of growth of the club. The competitive sports game is executed such that an advantageous effect corresponding to a level of the rank is given to the team of the first club.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/798 - 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 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
In a first scene of a game played by users, an information-processing system outputs a first image or a first sound to an output device, the first image or the first sound instructing the users to shoot an image by use of a camera device. Subsequently, the information-processing system acquires color information of second images shot by the users, the color information being calculated based on the second shot images, and determines a designated color based on the color information. After determining a designated color, in a second scene subsequent to the first scene, the information-processing system outputs a third image or a second sound to the output device, the third image or the second sound instructing the users to shoot an image of an object that corresponds to the designated color. Subsequently, the information-processing system provides an evaluation to a fourth image shot in the second scene such that the closer a color of the fourth shot image to the designated color, the higher the evaluation.
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 13/5375 - 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
An information-processing device detects a predetermined input performed on each of controllers, while a confirmation screen is displayed on a display device before a game is started. The information-processing device changes a common parameter in response to the predetermined input performed on each of the controllers. The information-processing device changes an object image included in the confirmation screen in accordance with the common parameter. The information-processing device starts the game when the common parameter satisfies a start condition, regardless of whether the predetermined input is detected for all of the controllers.
A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/533 - 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 13/843 - Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
A housing of an example of an electronic apparatus has a top surface and a bottom surface and has a flat shape. A power supply section having a flat shape is a power supply section, which is a housing case capable of accommodating a battery or is a battery, and the power supply section is provided at a position inside the housing that intersects with a reference plane perpendicular to the up-down direction. A first substrate is provided parallel to the reference plane on the top surface side relative to the power supply section. A second substrate is provided parallel to the reference plane on the bottom surface side relative to the power supply section. The electronic apparatus includes at least one of a vibrator and a speaker at a position that intersects with the reference plane.
G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
G06F 1/16 - Constructional details or arrangements
G06F 1/26 - Power supply means, e.g. regulation thereof
G06F 3/023 - Arrangements for converting discrete items of information into a coded form, e.g. arrangements for interpreting keyboard generated codes as alphanumeric codes, operand codes or instruction codes
G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
G06F 3/0346 - Pointing devices displaced or positioned by the user; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
A housing of an example of an electronic apparatus has a top surface and a bottom surface and has a flat shape, wherein a cross-sectional shape thereof on a reference plane perpendicular to the up-down direction is a circular shape. A rechargeable battery has a rectangular parallelepiped shape. The rechargeable battery is provided inside the housing so that a first long side is at an angle to a direction extending from a first position on the side surface portion at which the charging terminal is exposed toward a second position on the side surface portion that is opposite from the first position. The electronic apparatus includes at least one of a vibrator and a speaker provided at a position that is between the first long side of the rechargeable battery and a portion of the side surface portion opposing the first long side, on the reference plane.
A game apparatus that functions as a non-limiting example information processing apparatus includes a CPU, and the CPU executes processing of a virtual game. If a diary function is performed during a play of a main game, a diary screen is displayed, and when an inducement condition is satisfied, an NPC displayed on the diary screen emits an induction comment. Responding to this, a player sticks a sticker. Moreover, the NPC emits a reaction comment responding to the pasted sticker. That is, the player performs an exchange with the NPC according to an inducement.
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
94.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM AND INFORMATION PROCESSING METHOD
A game apparatus functioning as a non-limiting example information processing apparatus includes a CPU, and the CPU performs processing of a virtual game. If a diary function is performed during play of a main game, a diary screen is displayed, and when a pasting condition is satisfied, a number-of-steps sticker is pasted. A size of the number-of-steps sticker is determined to one size out of three sizes according to the number of steps for a day. Moreover, a color of the number-of-steps sticker is determined to one color out of five colors according to accumulative number of steps for the current month including a day that the number-of-steps sticker is pasted. Moreover, the number-of-steps stickers are displayed with being arranged day by day.
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
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
95.
Game in which enemy targets are selected and acted upon according to the game state of the user
A first game process that proceeds independently of a second game process related to opponents for a user is performed. State data indicating a second game state of the second game process related to each of a plurality of the opponents is sequentially acquired, and a display image including a first image reflecting a first game state of the first game process and a plurality of second images reflecting the second game states indicated by the state data is sequentially generated. The display image is sequentially generated such that the first image is arranged in a first area located at a center of the display image, a second area is located at a position at each of right and left sides of the first area, and the second images are arranged in the respective second areas at the right and left sides. An instruction that changes a game state of the target is made if a game state of the user satisfies a predetermined condition.
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 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
A63F 13/798 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
A63F 13/50 - Controlling the output signals based on the game progress
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
96.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
When a first input is performed in a predetermined scene, options including elements available in a predetermined game are presented. An element to be used in the predetermined game is determined on the basis of an operation input by a user. In response to a second input, the predetermined game using the determined element is executed. Meanwhile, at a predetermined timing before the predetermined game is started, an element to be used in the predetermined game is automatically determined. When a third input is performed in the predetermined scene, the predetermined game is executed using the automatically determined element. After the predetermined game is ended, a first reward is given to the user if the element used in the predetermined game is the element determined on the basis of the operation input by the user, and a second reward is given if the element is the automatically determined element.
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 13/533 - 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A connection structure includes a first apparatus and a second apparatus. The first apparatus includes a first contact portion and a surrounding wall surface. The second apparatus includes a second contact portion and a hollow projection. The first apparatus and the second apparatus are connected as being rotatable relatively to each other around a magnetic force direction and attachable to and detachable from each other, as a result of attraction by magnetic force. The projection is located with a clearance being interposed between the wall surface and the first contact portion, where the projection can be tilted in accordance with pulling including a direction component perpendicular to the magnetic force direction. In the first apparatus, a clearance between a top portion and the projection in a first direction is larger than a clearance between the top portion and the projection in a second direction different from the first direction.
F16B 2/10 - Clamps, i.e. with gripping action effected by positive means other than the inherent resistance to deformation of the material of the fastening external, i.e. with contracting action using pivoting jaws
98.
INFORMATION PROCESSING SYSTEM, SERVER, AND INFORMATION PROCESSING METHOD
An example of a server receives first event data from an information processing apparatus. The server stores therein event management data including event state information that indicates whether a second event has already occurred or has not yet occurred. When receiving a request from the information processing apparatus, the server transmits at least one piece of second event data to the information processing apparatus. The at least one piece of second event data includes second event data based on event management data in which the event state information indicates that the second event has already occurred and/or second event data to be transmitted when the second event data stored in the first storage area is insufficient. Upon receiving the third event data indicating that the second event has occurred, the server updates the event state information so as to indicate that the second event has already occurred.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
99.
INFORMATION PROCESSING SYSTEM, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN PROGRAM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
Provided is an information processing system in which a moving object (ball) is moved at a first speed in first to third virtual spaces of first to third apparatuses. In the second virtual space of the second apparatus, the moving speed of the moving object is changed from the first speed to a second speed lower than the first speed.
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
100.
STORAGE MEDIUM STORING GAME PROGRAM, GAME SYSTEM, GAME APPARATUS, AND GAME PROCESSING METHOD
In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.
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 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene