Kabushiki Kaisha Sega Games doing business as Sega Game Co., Ltd. (Japan)
Inventor
Otomo, Takahiro
Abstract
An information processing device includes: a receiver that receives a slide gesture input and a tap gesture input on a touch panel that displays a screen of the game; and a processor that, once a user completes a quest of the game, causes the touch panel to display a screen indicating contents and a confirmation button. Upon detecting the slide gesture input, the processor determines that desired contents have been continuously selected from the contents. The slide gesture input is based on a slide gesture by which the desired contents have been continuously touched. Upon detecting the tap gesture input, the processor determines that the desired contents have been confirmed to be selected. The tap gesture input is based on a tap gesture on the confirmation button. A space between each of the contents and the confirmation button is at least a size of each of the contents.
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 13/533 - 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 13/2145 - 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
KABUSHIKI KAISHA SEGA GAMES DOING BUSINESS AS SEGA GAMES CO., LTD. (Japan)
Inventor
Otomo, Takahiro
Abstract
It is an object of the present invention to allow reserved content to be used at the proper timing. The information processing device of the present invention comprises a trade information storage unit that stores trade information for each user in which trade-away content and trade-for content set in association with each other; a user information storage unit that stores user information in which a user's possessed content and reserved content are set; a selection unit that selects reserved content that is the same as the designated trade-for content and is not the same as the possessed content, from among the user's reserved content based on the user information, as a result of an operation performed by the user to designate trade-for content that the user wants to acquire in a trade; and a notification unit that notifies the user that the selected reserved content can be acquired without a trade.
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
3.
INFORMATION PROCESSING SYSTEM AND VIDEO PLAYING METHOD
KABUSHIKI KAISHA SEGA Games doing business as SEGA Games Co., Ltd. (Japan)
Inventor
Noguchi, Yosuke
Yamamoto, Sohey
Abstract
To provide an information processing system that can improve the quality of a running commentary that uses a recorded video.
To provide an information processing system that can improve the quality of a running commentary that uses a recorded video.
To solve the above problem, the information processing system includes at least one game machine that outputs a game video and game data indicating types of events occurred in a game and time points at which the events occurred; a game video storage device that stores the game video; a game data storage device that stores the game data; a content selection receiving device that displays, based on the game data, contents representing types of one or more events occurred in the game and time points at which the one or more events occurred and receives, from a user, an operation to select a content from the contents; a controller that controls a playback device, based on the selected content, to start playing the game video from a time point at which an event represented by the selected content occurred; and the playback device that plays the game video stored in the game video storage device under the control of the controller.
A63F 13/497 - Partially or entirely replaying previous game actions
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
4.
INFORMATION PROCESSING DEVICE AND METHOD OF CAUSING COMPUTER TO PERFORM GAME PROGRAM
Kabushiki Kaisha Sega Games doing business as Sega Game Co., Ltd. (Japan)
Inventor
Ito, Shinpei
Abstract
An information processing device includes: a controller that generates a game image of an object disposed in a virtual game space; and a touch panel that displays the game image. The touch panel detects an input of a user's touch operation on the game image and outputs, to the controller, a detection signal indicating the detection of the input. The controller determines a contact surface area at an indicated position on the touch panel indicated by the user's touch operation based on the detection signal. The controller determines, based on a size of the contact surface area, whether ae first operation or a second operation has been inputted. The controller performs a first control related to the object in response to the first operation, and a second control related to the object when the second operation has been inputted.
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 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
5.
GAME PROCESSING METHOD AND INFORMATION PROCESSING DEVICE
KABUSHIKI KAISHA SEGA Games doing business as SEGA Games Co., Ltd. (Japan)
Inventor
Ishiki, Koutarou
Sakai, Shinya
Itoh, Kazuma
Tatsuko, Yuko
Takada, Akiko
Abstract
A game processing method that causes a computer to execute a game program includes displaying, with a touchscreen, a reference operation and a deck that comprises an item, receiving a first input operation to select the deck and second input operations, determining a matching degree between the reference operation and each of the second input operations, outputting, from a processor to a memory, a level of the matching degree based on the determination, counting, with the processor, a number of consecutive times that the level continuously exceeds a predetermined threshold level, calculating, with the processor, a score of the user based on the number, and outputting, from the processor to the memory, the score. When the item comprises a card having a predetermined effect and continuation of exceeding the predetermined threshold level is interrupted, the number is counted as if no interruption has occurred.
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 13/44 - 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 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/69 - 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 13/25 - Output arrangements for video game devices
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 13/35 - 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
Kabushiki Kaisha Sega Games doing business as Sega Games Co., Ltd. (Japan)
Inventor
Arai, Kensuke
Hirai, Hayato
Otomo, Takahiro
Abstract
An information processing device that executes a fusion game, includes: a content information storage that stores content information in which a plurality of resource contents, associated with each other in advance, are set corresponding to a fusion source content; a user information storage that stores user information including content associated with a user ID; a processor that: associates at least one of the plurality of contents, wherein the plurality of contents include any of the resource contents, with the user ID; when one of the resource contents is associated with the user ID, extracts: the fusion source content corresponding to the one resource content associated with the user ID and the resource contents corresponding to the extracted fusion source content, and sends a notification about the relationship between the extracted fusion source content and the extracted plurality of resource contents.
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 13/77 - 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
7.
VIDEO GENERATION SYSTEM, CONTROL DEVICE, AND PROCESSING DEVICE
KABUSHIKI KAISHA SEGA Games doing business as SEGA Games Co., Ltd. (Japan)
Inventor
Noguchi, Yosuke
Yamamoto, Sohey
Abstract
A video generation system is disclosed including a processing device, a game device that outputs, to the processing device, game video and game data that comprises a position coordinate of an object in a game and information in accordance with progress of the game, a generation device, and a display. The processing device receives the game data and processes the game data into a predetermined format. The generation device acquires the processed game data from the processing device, and generates content to be composited with the game video using the processed game data. The display displays the content composited with the game video at a position synchronized position coordinate.
A63F 13/27 - Output arrangements for video game devices characterised by a large display in a public venue, e.g. in a movie theatre, stadium or game arena
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/63 - 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 13/86 - Watching games played by other players
8.
Game processing method and information processing device
A game processing method that causes a computer to execute a game program includes displaying, with a touchscreen of the computer, a reference operation to a user, receiving, with the touchscreen, an input operation from a user, determining, with a processor of the computer, a matching degree between the input operation and the reference operation, outputting, from the processor to a memory of the computer, a level of the matching degree between the input operation and the reference operations based on the determination, counting, with the processor, the number of consecutive times that the level continuously exceeds a predetermined threshold level, and outputting, from the processor to the memory, information to award a bonus at a predetermined winning probability for an achieved number of consecutive times when the number of consecutive times reaches the achieved number of consecutive times.
A63F 13/25 - Output arrangements for video game devices
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 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/33 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/335 - 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 13/35 - 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 13/2145 - 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
9.
Game device that controls incentive to restore execution permission value, method of game processing that controls incentive to restore execution permission value, and arcade game device that controls incentive to restore execution permission value
A game device includes a memory that stores a predetermined value and a processor that subtracts a value corresponding to a game action in a game from the predetermined value while the game action is executed and outputs the subtracted predetermined value to the memory. The processor also increases, as time passes, the predetermined value of which an upper limit is an upper limit value and outputs the increased predetermined value to the memory. When the processor detects payment of a fee or use of a game item obtained by the payment, the processor adds a first value to the predetermined value that exceeds the restoration upper limit value and outputs, to the memory, the predetermined value to which the first value is added. The first value is greater than a second value that is added to the predetermined value being under the upper limit value.
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
Scrolling of a game image is controlled appropriately while increasing the amusement of the game. A game program causes a computer to perform: a reproducing step for reproducing a part of a game image on a display screen, the part of the game image including a first path displayed therein with a first object arranged on the first path, the first object indicating to a player an operation content of the computer, the part of the game image also including a second object displayed therein, the second object moving along the first path as time passes and indicating to the player an operation timing of the operation content; a first changing step for changing a display scaling factor for the first path; a shifting step for shifting an area displayed on the display screen as time passes according to a second path; and a correcting step for correcting the first path or the second path so that the second object, which is moving along the first path with the changed display scaling factor, is displayed on the display screen.
A63F 13/50 - Controlling the output signals 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
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
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 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/214 - 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
11.
Information processing device, method of game processing, and game processing system
An information processing device includes a controller that generates a list that includes a plurality of players while a game is underway, a receiver that receives a request from an external device to acquire an intangible item to be executed in the game based on input from one of the players, and a transmitter that transmits a signal to the external device. The controller counts a number of predetermined players who have input the request within a first time period among the plurality of players. The controller outputs, to the transmitter, an instruction to award the intangible item to the predetermined players when the number is less than a predetermined value. The controller outputs, to the transmitter, an instruction to award the intangible item and an additional intangible item to the predetermined players when the number is greater than or equal to the predetermined value.
G07F 17/32 - Coin-freed apparatus for hiring articles; Coin-freed facilities or services for games, toys, sports, or amusements
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
12.
Information processing apparatus, information processing system, and program
n)} includes: a storage section (66) in which at least one tag and a tagging condition of the tag are stored in association with each other; and an attaching section (74) which, when playback data to be used to play back a game playing video of a game has been generated and an event during the play of the game satisfies the tagging condition, attaches the tag, which is associated with the tagging condition, to the playback data as an index of the game playing video.
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/20 - Input arrangements for video game devices
A63F 13/25 - Output arrangements for video game devices
A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
A63F 13/355 - Performing operations on behalf of clients with restricted processing capabilities, e.g. servers transform changing game scene into an MPEG-stream for transmitting to a mobile phone or a thin client
A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/32 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
A63F 13/332 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using wireless networks, e.g. cellular phone networks
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
13.
Gaming device, program, system, and arcade gaming device
In order to improve the tempo of a game, a gaming device 100 has permission means (308) for, when execution means (306) starts to execute a game action in a game, permitting the execution by subtracting a consumption value according to the game action from an execution acceptable value for the game action, temporal recovery means (318) for allowing for recovery of the execution acceptable value resulting from the subtraction, as time passes using a recovery upper limit value as an upper limit, and payment recovery means (320) for allowing for recovery of the execution acceptable value resulting from the subtraction, based on payment or use of a game item obtained by the payment, even when the recovery upper limit value is exceeded.
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/45 - Controlling the progress of the video game
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A game program causes a computer to implement a player character movement control function of controlling a player character to move from its home position toward a target movement position which has been set and, when a predetermined condition is met after the player character has moved to the set target movement position, controlling the player character to move from the current position to a second area including the home position.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/92 - Video game devices specially adapted to be hand-held while playing
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