Tencent Technology ( Shenzhen ) Company Limited (China)
Inventor
Hoshino, Masaaki
Gabe, Yuki
Oikawa, Naoya
Sera, Norihiro
Li, Yixiang
Yang, Siqin
Ding, Xin
Wu, Yihan
Li, Mochi
Abstract
Provided are a game system, a game method, a game program, and a game server capable of, in a game in which a plurality of players can participate, contributing to a team through behaviors other than interpersonal battles in the game and encouraging fight together with other players. A game system 1 comprising: a character state decision unit 50 that is configured to decide a state of a neutral character based on a result of a fight between the neutral character and a player character; and a point giving control unit 62 that is configured to control a giving of points of the neutral character to a player, wherein the point giving control unit 62 is further configured to automatically give the points to the player if a first condition is satisfied, and cause a point object to appear in a play field and make the point object available for acquisition by any player of an ally team and an enemy team if a second condition is satisfied.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
2.
GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER
A game system that contributes to a team not through an inter-person battle but through an action in a game and can provide an exciting fight even in a final stage of the game is provided. The game system includes processing circuitry configured to control assignment of a predetermined point associated with a neutral character to a player; set points assigned to the player as a score of the ally team; and determine a victory or a defeat by comparing a score of the ally team with a score of the enemy team, wherein the display, before a victory or a defeat is determined, does not display totals of scores of the ally team and the enemy team and, after a victory or a defeat is determined, displays a total of scores of each team and displays a score progress of a predetermined player character.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/56 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
3.
SIMULATION SYSTEM, SIMULATION METHOD, AND SIMULATION PROGRAM
A simulation system in which a user can assume and enjoy changes in an operation of a character in a case in which the character is operated inside a virtual space and that can be simultaneously played by a plurality of users is provided. For example, a simulation system includes processing circuitry configured to set commands in a plurality of characters and set an execution order of the commands in a case in which a plurality of commands are set operate the character inside a virtual space based on the commands and the execution order set in the character, set commands and an execution order based on an instruction from each user having each character, and operates one character and other characters inside the virtual space.
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
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
5.
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
A game system acquires the sleep information of a user and a game that uses the sleep information can be advanced even in a situation where the sleep information cannot be measured appropriately. The game system includes processing circuitry configured to acquire the sleep information of the user, generate modified sleep information with respect to at least a part of the sleep information by modifying the sleep information on the basis of sleep information having different content to the sleep information. When the modified sleep information has not been generated, the processing circuitry determines a first effect of the game on the basis of the sleep information, and when the modified sleep information has been generated, the processing circuitry determines a second effect, the second effect differing from the first effect, on the basis of the modified sleep information.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/65 - 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 13/533 - 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 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
7.
PROGRAM, METHOD, INFORMATION PROCESSING APPARATUS, AND SYSTEM FOR GENERATING A COMBINATION IMAGE
An information processing device including processing circuitry. The information processing device, by the processing circuitry, is configured to register a designated image; receive a request for a combination image; acquire a context of the registered image by analyzing the image in response to the request; acquire parameter values related to the registered image among parameter values updated according to an activity of a user; determine an object from the acquired context and the acquired parameter values; and combine the determined object with the registered image and present a combination image to the user.
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.
Provided is a program executed by a computer that includes a processor, wherein the program causes the processor to execute a step for acquiring daily sleep information from a user, a step for specifying a first parameter, which is a parameter to be used by the user to play a game, for each date by comparing sleep information of the user over a predetermined period with sleep information of the user for each date, and a step for advancing the game on each date by performing lottery processing using the first parameter corresponding to the date.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
10.
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
11.
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
12.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, GAME SYSTEM, INFORMATION PROCESSING APPARATUS, AND INFORMATION PROCESSING METHOD
In an example of a game program, a ground boarding target object or an air boarding target objects is selected by a selecttion operation, and a player character is caused to board the selected boarding target object. If the player character aboard the air boarding target object moves toward the ground player character automatically changed to the state where the player character is aboard the ground boarding target object, and brought into the state where the player character can move on the ground.
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 13/58 - 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
13.
PROGRAM, METHOD, INFORMATION PROCESSING DEVICE, AND SYSTEM FOR A TRANSPARENT DISPLAY MEDIUM
A customer is provided with a superior shopping experience while realizing hygiene management by using a transparent display medium with a point-of-sale (POS) terminal. Processing circuitry is configured to receive input relating to payment for a product from a first party, and display an image of an effect corresponding to the input relating to payment on the transparent display medium disposed so as to separate the first party from a second party who is purchasing the product.
An information provision device includes processing circuitry for acquiring information relating to a customer, and for referring to at least the information relating to the customer in order to present the customer with information relating to characteristics given to a subject individual, which is one individual of a subject product to which characteristics are individually given so that individual differences exist between individuals of the same item.
A walking support system including processing circuitry for determining a recommended route for a participant in a space where the participant can choose and walk along a route, and guiding the participant to the recommended route without restricting entry of the participant into a non-recommended route, which is a different route to the recommended route.
A place designated by a player on a user interface is set according to an operation input. An item or character that the player is to transmit to another information processing apparatus for exchange is designated according to an operation input. In the exchange, information about the place and information about the item or character are transmitted as information about a thing to be exchanged to the another information processing apparatus. Information about the place designated by an exchanging partner and information about the item or character designated by the exchanging partner are received as information about a thing to be exchanged from the another information processing apparatus. The item or character that has been obtained as the thing to be exchanged from the exchanging partner by the exchange, is displayed on the user interface at the place designated by the exchanging partner.
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
17.
GAME PROGRAM, METHOD, AND INFORMATION PROCESSING DEVICE
A game that receives information about sleep of users maintains enjoyment of the game without placing an excessive load on a server. The game includes receiving an operation input from a user; setting a first time at which a game is to progress and making a predetermined notification at the first time when the operation input is not received before the first time arrives; changing a state of the notification based on the operation input of the user and accessing a server to progress the game; and distributing second times at which the computers of users are to access the server to progress the game.
A63F 13/45 - Controlling the progress of the video game
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
An object is to provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. A game server that manages progress of a breeding game of a virtual life form can provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. The game server includes circuitry configured to acquire a wake-up time of a user; and a update the breeding game in accordance with the acquired wake-up time.
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
An example of an information processing system displays a character based on a character model of a first type in a first scene in the game, and based on a character model of a second type in a second scene. In a third scene, a wearable item is selected in response to a selection instruction. In the third scene, the character based on the character model of the first type having the appearance of wearing the selected wearable item is displayed, and the character based on the character model of the second type having the appearance of wearing the wearable item is displayed. When a confirm instruction is given, settings regarding the appearance of the character are changed so as to reflect the wearable item on the appearance of the character in the first scene and the second scene.
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
20.
STORAGE MEDIUM STORING GAME PROGRAM, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD
When a first user interface is chosen according to a choice instruction based on an operation input, a two-dimensional user interface object indicating an arrangement range of decorative items is displayed, and decorative items are disposed at locations in the range designated according to an operation input. When a second user interface is chosen, a three-dimensional user interface object indicating an arrangement range of decorative items is displayed, and decorative items are disposed at locations in the range designated according to an operation input. Types and arrangement of the decorative items on the two-dimensional object, or types and arrangement of the decorative items on the three-dimensional object, are stored into a storage medium according to a determination instruction based on an operation input.
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 13/55 - Controlling game characters or game objects based on the game progress
21.
NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD
An example of an information processing system sets a room in a virtual space based on an operation input provided by a player and places an item object in the room. If an item object is placed in a room by the player, the information processing system increases the appearance rate of a character of a type relating to the placed item object in accordance with the type of the placed item object and causes a character to appear in the virtual space based on the increased appearance rate.
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
22.
GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER FOR A PUZZLE GAME
A puzzle game that enhances a degree of freedom of movement of a puzzle element includes selecting a first puzzle element; moving the first puzzle element; generating a coupled puzzle element when a puzzle element with a same appearance comes into contact with the first puzzle element; causing, when a second puzzle element of a different type comes into contact with the first puzzle element or the coupled puzzle element, the second puzzle element to execute a predetermined operation; and when at least a condition in that an operation of a player with respect to the first puzzle element is no longer performed or a condition in that a predetermined time has elapsed from a time point at which the selection of the first puzzle element is satisfied, erasing the first puzzle element or the coupled puzzle element from the game area.
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
23.
GAME PROGRAM, METHOD, INFORMATION PROCESSING DEVICE, AND SYSTEM
A tooth brushing game includes starting counting a time that defines one play of a toothbrush game in response to starting the toothbrush game; capturing an image of a user; setting an area around a mouth by detecting a face area of the user from the captured image and detecting a facial part from the detected face area; detecting movement of an object including a toothbrush and a hand in the area around the mouth; controlling the toothbrush game based on the detected movement of the object; and stopping the counting of the time when the area around the mouth is not set but not stopping the counting when the movement of the object is not detected.
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/49 - Saving the game status; Pausing or ending the game
A63F 13/655 - 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 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
G06V 40/16 - Human faces, e.g. facial parts, sketches or expressions
G06T 7/246 - Analysis of motion using feature-based methods, e.g. the tracking of corners or segments
24.
SIMULATION SYSTEM, SIMULATION METHOD, AND SIMULATION PROGRAM FOR CHARACTER OPERATION IN A VIRTUAL SPACE
A user estimates a change in a character's operation in a case where the character is operated in a virtual space by setting one or more commands for a character that is able to be disposed in a virtual space constituted by a plurality of virtual unit spaces and sets the order of execution of the commands. The commands and the order of execution of the commands are set for each of one character and another character, and each of the one character and the other character operates in the virtual space, and in a case where at least parts of an existence position of the one character and an existence position of the other character are common, at least any one of the one character and the other character executes a predetermined operation with preference over an operation based on the set command.
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
25.
GAME SYSTEM, GAME METHOD, GAME PROGRAM, AND GAME SERVER
Tencent Technology (Shenzhen) Company Limited (China)
THE POKÉMON COMPANY (Japan)
Inventor
Suenaga, Yasunori
Hoshino, Masaaki
Sera, Norihiro
Ji, Zefeng
Yang, Siqin
Li, Wenyi
Abstract
Provided is a game system where a player of a game can contribute to a team by an action. The game system includes a character action control unit that controls actions of a player character in the play field based on instructions of the player, a point giving control unit configured to add a number of points associated with a neutral character to a point value associated with the player character in response to the neutral character reaching a predetermined state relative to the player character, a scoring unit configured to convert the point value associated with the player character to a score of its team when the player character is located in a predetermined area provided in the play field and completes a score transferring operation, and an outcome determination unit configured to determine an outcome of the game by comparing scores associated with different teams.
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
A user breeds a virtual life form by practicing good sleep habits and stays motivated toward practicing good sleep habits while enjoying breeding the virtual life form. A game server manages progress of a breeding game of a virtual life form, the game server including circuitry configured to acquire sleep data that at least includes a sleep pattern indicating a bedtime and a wake-up time of a user; store the acquired sleep data as a sleep history; and update the breeding game based on the sleep pattern in the sleep history.
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 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
An information processing device includes processing circuitry configured to detect that a user holding a specific item or a user associated with specific information is located around a costume; and a cause a performance unit of the costume to perform a specific performance in response to the detection or notify an actor wearing the costume of information on the user associated with the specific information.
A game system encouraging a user to have an appropriate sleep habit is provided. For example, a game program causes a processor to execute: a first step of accepting designation of a first time frame that is a target for taking sleep from a user; a second step of setting a second time frame not coinciding with the first time frame in relation with the designated first time frame; a third step of acquiring first information about sleep taken by the user; and a fourth step of performing game control on the basis of the first information, in which, in the fourth step, the game control is performed in accordance with whether or not sleep is taken in the second time frame regardless of whether a result of sleep of the user is appropriate for the first time frame on the basis of the first information.
A61B 5/00 - Measuring for diagnostic purposes ; Identification of persons
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/45 - Controlling the progress of the video game
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A game system, a game method, and a game program, which allow the user to enjoy a game with peace of mind even if a bias is provided in predetermined parameters. The game system is configured to acquire, as available environment information indicating an available environment for a game to be executed on a user terminal used by the user, information indicating a type of an operating system (OS); and determine a parameter to be used to provide a content to the user each time the user performs an input operation on the basis of the information indicating the type of the OS associated with the user at the time of the input operation.
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 13/798 - 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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
A63F 13/323 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
30.
Content data holding system, storage medium, content data holding server, and data management method
A server includes a content storage medium configured to store content data of content usable in different types of games. The server, upon a transmission request, sends content data to an information-processing device, and retains the sent content data in the content storage medium wherein sending the content data again is prohibited. The server, when the content data is sent from the information-processing device, receives the content data, assigns a new ID to the received content data in case the received content data lacks the ID, and stores the received content data in the content storage medium wherein sending the content data is allowed.
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
G06F 16/25 - Integrating or interfacing systems involving database management systems
31.
PURCHASE SUPPORT SERVER, PURCHASE SUPPORT METHOD, PURCHASE SUPPORT SYSTEM, AND PROGRAM
A purchase support server including circuitry configured to store attribute information of each user and made-to-order contents of clothing; specify another user associated with an attribute of a user to purchase made-to-order clothing based on the attribute information of each user and which outputs, to a terminal of the user to purchase made-to-order clothing, information on made-to-order contents of the other user as a custom-making target of the clothing; and accept a custom-making operation with respect to the output made-to-order contents from the terminal and which executes order processing using a made-to-order result obtained by reflecting the custom-making operation onto the made-to-order contents.
G06Q 30/02 - Marketing; Price estimation or determination; Fundraising
G06Q 30/06 - Buying, selling or leasing transactions
32.
Storage medium having stored therein information processing program, information processing apparatus, information processing system, and information processing method
In a case where a second camera operation through a third input unit using an inertial sensor is performed while a pointer operation process based on a pointer operation through a first input unit or a camera operation process based on a first camera operation through a second input unit is performed, an absolute value of a quantity of change in a position or an image capturing direction of a virtual camera based on the second camera operation is reduced as compared with a case where the second camera operation is performed when neither of the pointer operation process based on the pointer operation and the camera operation process based on the first camera operation are performed.
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
G06F 3/042 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means by opto-electronic means
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
33.
KIGURUMI STAGING SUPPORT APPARATUS, KIGURUMI STAGING SUPPORT SYSTEM, AND KIGURUMI STAGING SUPPORT METHOD
A kigurumi staging support apparatus to be worn by a performer of kigurumi. The kigurumi staging support apparatus acquires environmental information of surroundings of the kigurumi, stores staging information of the kigurumi, and outputs, based on the staging information, staging of the kigurumi in accordance with the environmental information.
An object is to provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. A game server that manages progress of a breeding game of a virtual life form can provide a user with motivation to enjoy waking up in the morning and guide the user to sufficient awakening by generating a breeding event in a breeding game of a virtual life form when the user wakes up in the morning. The game server includes circuitry configured to acquire a wake-up time of a user; and a update the breeding game in accordance with the acquired wake-up time.
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A user breeds a virtual life form by practicing good sleep habits and stays motivated toward practicing good sleep habits while enjoying breeding the virtual life form. A game server manages progress of a breeding game of a virtual life form, the game server including circuitry configured to acquire sleep data that at least includes a sleep pattern indicating a bedtime and a wake-up time of a user; store the acquired sleep data as a sleep history; and update the breeding game based on the sleep pattern in the sleep history.
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 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A game system, a game method, and a game program, which allow the user to enjoy a game with peace of mind even if a bias is provided in predetermined parameters. The game system is configured to acquire, as available environment information indicating an available environment for a game to be executed on a user terminal used by the user, information indicating a type of an operating system (OS); and determine a parameter to be used to provide a content to the user each time the user performs an input operation on the basis of the information indicating the type of the OS associated with the user at the time of the input operation.
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 13/323 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections between game devices with different hardware characteristics, e.g. hand-held game devices connectable to game consoles or arcade machines
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 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
37.
Content data holding system, storage medium, content data holding server, and data management method
A server includes a content storage medium configured to store content data of content usable in different types of games. The server, upon a transmission request, sends content data to an information-processing device, and retains the sent content data in the content storage medium wherein sending the content data again is prohibited. The server, when the content data is sent from the information-processing device, receives the content data, assigns a new ID to the received content data in case the received content data lacks the ID, and stores the received content data in the content storage medium wherein sending the content data is allowed.
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
G06F 16/25 - Integrating or interfacing systems involving database management systems
38.
CONTENT DATA HOLDING SYSTEM, STORAGE MEDIUM, CONTENT DATA HOLDING SERVER, AND DATA MANAGEMENT METHOD
A server includes a content storage medium configured to store content data of content usable in different types of games up to a first upper number, and a management information storage medium configured to store valid period information of a right to use an extended function concerning the content data The server, in case that a right to use an extended function is valid, sends the content data to an information-processing device or receives the content data from the information-processing device, and stores the content data in the content storage medium up to a second upper number larger than the first upper number. The server, in case that the right is invalid, performs at least one of transmission of the content data to the information-processing device and reception of the content data from the information-processing device, in a restricted manner as compared with a case where the right is valid.
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/73 - 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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
39.
Game system, game processing method, storage medium having stored therein game program, game apparatus, and game controller
Based on first data transmitted from a game controller, a game apparatus executes game processing for catching a predetermined game character and transmits, to the game controller, second data corresponding to the game character as a target to be caught. Based on the transmitted second data, the game controller outputs a sound corresponding to the caught game character.
G06F 13/00 - Interconnection of, or transfer of information or other signals between, memories, input/output devices or central processing units
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 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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 13/537 - 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 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
40.
Storage medium, information processing apparatus, information processing system and information processing method
A non-limiting example game apparatus includes a display device, and a card display screen including an image of a card object is displayed on the display device. The image of the card object is constituted by a character image arranged in the front most and a composite image that is arranged at a back thereof, and with the composite image is obtained by combining a color change image, a background image and a pattern image. The color change image includes a plurality of polygons, and a color of each of vertices is set so as to cyclically change according to an attitude of the game apparatus and respective vertices positions of the plurality of polygons. The color change image and the background image are combined with each other, so that brightness of the background image cyclically changes according to the color of the color change image that cyclically changes.
An example system includes a game device including a game processing unit performing information processing concerning a game and a communication unit performing communication via a network, and a communication unit performing communication with the game device via the network. The game device includes a purchase request transmission unit transmitting a purchase request for the first item to be used in the game to the server by communication through the communication unit. The server includes a purchase request reception unit receiving the purchase request transmitted by the purchase request transmission unit, and a first item imparting unit imparting the first item in response to the purchase request received by the purchase request reception unit. An upper limit is set to the cumulative number of the purchased first items for the user who plays the game using the game device.
An example system includes a contactless communication part that performs contactless communication with a data storage medium having a contactless communication function; a data writing part that writes data to the data storage medium by the contactless communication part; a storage part that stores the data written by the data writing part; and a data determination part that determines whether the data stored in the data storage medium and the data stored in the storage part have a predetermined relationship with each other or not. When the data determination part determines that both of the data do not have the predetermined relationship with each other, the data writing part overwrites the data stored in the data storage medium with the data stored in the storage part.
An example system includes: a contactless communication part that performs contactless communication with a data storage medium having a contactless communication function; a data writing part that writes data to the data storage medium by the contactless communication part; a storage part that stores the data written by the data writing part; and a corruption determination part that determines whether the data stored in the data storage medium is corrupted or not. When the corruption determination part determines that the data is corrupted, the data writing part writes the data stored in the storage part, to the data storage medium.
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 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
A non-limiting example information processing apparatus that functions as a game apparatus includes a first LCD and a second LCD, and usually, a game screen of a single-play game is displayed on the first LCD and a list screen is displayed on the second LCD. The list screen displays at least an icon of a player of another game apparatus capable of performing a communication with the information processing apparatus. In addition, icons of a player who is registered in the game apparatus as a friend and a player who is determined as an acquaintance are also displayed whether a communication can be performed. By performing a communication with using the game apparatus with a passer-by player with whom no communication has been performed, for example, the player is automatically determined as an acquaintance player.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/34 - 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
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
45.
Information processing system, computer-readable storage medium having information processing program stored therein, information processing apparatus, and information processing method
An information processing apparatus acquires operation information of a user, and executes an application based on the operation information. While the application is being executed, the information processing apparatus repeatedly searches for other unspecified information processing apparatuses by using a wireless communication function, and establishes a connection with the one or more of the other information processing apparatuses having been searched for. The information processing apparatus executes a communication application to communicate with the connected one or more of the other information processing apparatuses, based on the operation information and on operation information relating to the one or more of the other information processing apparatuses.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
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
A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
H04W 76/11 - Allocation or use of connection identifiers
H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
H04L 29/06 - Communication control; Communication processing characterised by a protocol
46.
Inserting game objects through contactless communication
An example system includes: a contactless communication unit for performing contactless communication with a data storage medium having a contactless communication function; a data acquiring unit for acquiring data stored in the data storage medium by the contactless communication unit; a display processing unit for displaying at least one content stored in a content storage unit and a content according to data acquired by the data acquiring unit on a display unit as selection objects; a selection accepting unit for accepting selection by a user for a content displayed by the display processing unit; and an information processing unit for performing information processing pertaining to a content, which is an object of selection accepted by the selection accepting unit.
A non-limiting example information processing apparatus that functions as a game apparatus includes a first LCD and a second LCD, and usually, a game screen of a single-play game is displayed on the first LCD and a list screen is displayed on the second LCD. In the list screen, an icon of a player of another game apparatus that is searched as a passer-by is displayed as well as icons of a player of another game apparatus that is registered as a friend and a player of another game apparatus that is determined as an acquaintance. That is, during a time that game processing of the single-play is being performed, the game screen is displayed and a list of a player who is registered and a player who exists in the neighborhood is displayed. The player sends an offer of a battle-play to a desired player through an operation using the list screen at an arbitrary timing during a time that the game processing of the single-play is being performed.
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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
48.
Information processing system, information processing apparatus, storage medium and information processing method
A non-limiting example information processing apparatus that functions as a game apparatus includes a first LCD and a second LCD, and usually, a game screen of a single-play game is displayed on the first LCD and a list screen is displayed on the second LCD. In the list screen, at least an icon of a player of another game apparatus capable of performing a communication is displayed. That is, during a time that game processing of the single-play is being performed, the game screen is displayed and a list of one or more players capable of playing a battle-play is displayed. The player sends an offer of a battle-play to a desired player through an operation using the list screen at an arbitrary timing during a time that the game processing of the single-play is being performed.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
49.
Game system, computer-readable non-transitory storage medium, game processing method and game apparatus
A first game execution unit executes a first game. A second game execution unit executes a second game. The second game execution unit sets particular first game data or a first game mode which is accessible in the first game so as to be inaccessible in the second game when an execution result of the first game does not satisfy a predetermined condition, and sets the particular first game data or the first game mode so as to be accessible also in the second game in response to the execution result of the first game having satisfied the predetermined condition.
A63F 9/24 - Games using electronic circuits not otherwise provided for
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
A63F 13/69 - 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 13/88 - Mini-games executed independently while main games are being loaded
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
50.
Computer-readable storage medium, information processing apparatus, information processing system, and information processing method
A game apparatus constantly broadcasts beacons at predetermined intervals by means of a local communication module during game processing being executed. The beacons include various pieces of information such as information relating to the player, information indicating a game status, and messages. The game apparatus receives beacons from one or more other game apparatuses present in an area near the game apparatus, and displays profiles of the players of the other game apparatuses, the game statuses of the other game apparatuses, or the like, based on the various pieces of information included in the beacons.
A63F 9/24 - Games using electronic circuits not otherwise provided for
51.
Information processing system, computer-readable storage medium having information processing program stored therein, information processing apparatus, and information processing method
An information processing apparatus acquires operation information of a user, and executes an application based on the operation information. While the application is being executed, the information processing apparatus repeatedly searches for other unspecified information processing apparatuses by using a wireless communication function, and establishes a connection with the one or more of the other information processing apparatuses having been searched for. The information processing apparatus executes a communication application to communicate with the connected one or more of the other information processing apparatuses, based on the operation information and on operation information relating to the one or more of the other information processing apparatuses.
G06F 15/16 - Combinations of two or more digital computers each having at least an arithmetic unit, a program unit and a register, e.g. for a simultaneous processing of several programs
52.
Video game using short range communications to establish pairing and alternate communications during multiplayer gameplay
Each game apparatus participating in a network system has a wireless communication module for performing a one-to-many wireless communication with reference to identifying information and a local communication module for performing a one-to-one infrared communication without referring to it. In a case that the one-to-many wireless communication is performed, pairing processing is executed in a tournament method such that a master and a slave are first decided between its own game apparatus and any one of the game apparatuses over the local communication module, and identifying information stored on the slave side is collected into the master side. In a case that its own game apparatus becomes the only master game apparatus as a result of a series of pairing processing, it transmits a signal including identifying information of all the game apparatuses over the wireless communication module whereas in a case that its own game apparatus becomes the slave apparatus, it receives the signal.
An information processing apparatus has a pointing device for designating a position of an arbitrary point with respect to a reference point O, and a processor of the information processing apparatus detects a position of the point designated by the pointing device with respect to the reference point O at every unit of time, and calculates an operation vector AB respectively regarding a point A and a point B detected before and after as a starting point and an ending point. The calculated operation vector AB is orthogonally-projected onto a strait line vertical to a vector OA respectively regarding the reference point O and the point A as a starting point and an ending point. Information processing is performed on the basis of a component vector thus obtained from the operation vector AB.