Kabushiki Kaisha Square Enix

Japan

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IPC Class
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions 92
A63F 9/24 - Games using electronic circuits not otherwise provided for 58
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment 37
A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers 36
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 35
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Status
Pending 24
Registered / In Force 242
Found results for  patents
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1.

INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM

      
Application Number 17034966
Status Pending
Filing Date 2020-09-28
First Publication Date 2021-01-14
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Driancourt, Remi

Abstract

A server apparatus obtains positional information of a first terminal device and photographed image data on an image photographed by using the first terminal device. The server apparatus specifies a target object included in the photographed image data. The server apparatus obtains drawing information indicating content of a drawing process against the target object via the first terminal device. The server apparatus outputs superimposed information to the first terminal device or a second terminal device before a first user of the first terminal device or a second user of the second terminal device photographs the target object to which the content of the drawing process is attached. The superimposed information is used to cause the first terminal device or the second terminal device to superimpose the drawing information onto the target object included in the photographed image data and display the superimposed target object.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

2.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM PRODUCT

      
Application Number 16996296
Status Pending
Filing Date 2020-08-18
First Publication Date 2020-12-03
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Matsui, Ryoma
  • Akiyama, Toshio

Abstract

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen. A player character operation area and a viewpoint operation area are set so that the player character operation area and the viewpoint operation area do not overlap on the display screen. A first operational input to the set player character operation area is received, and an action of the player character is controlled on a basis of the first operational input. A second operational input to the set viewpoint operation area is received, and a viewpoint or a position of a virtual camera is controlled in response to the second operational input. The player character operation area is an operation area through which the player character is operated by a slide operation.

IPC Classes  ?

  • 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 13/2145 - 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 13/533 - 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

3.

USER INTERFACE PROCESSING APPARATUS, METHOD OF PROCESSING USER INTERFACE, AND NON-TRANSITORY COMPUTER-READABLE MEDIUM EMBODYING COMPUTER PROGRAM FOR PROCESSING USER INTERFACE

      
Application Number 16930697
Status Pending
Filing Date 2020-07-16
First Publication Date 2020-11-05
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Ando, Takehiro
  • Aoyagi, Hidetoshi

Abstract

An apparatus, method, and medium for controlling a progress of a video game are provided. A user interface element of the video game is displayed on a display screen. The user interface element is displayed with transparency determined during the progress of the video game. An operation to the user interface element displayed on the display screen is received regardless of the transparency. The progress of the video game is controlled in accordance with the operation to the user interface element displayed on the display screen.

IPC Classes  ?

  • 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 13/67 - 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
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • A63F 13/537 - 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 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • G06F 9/451 - Execution arrangements for user interfaces
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

4.

VIDEO GAME PROCESSING PROGRAM, VIDEO GAME PROCESSING SYSTEM AND VIDEO GAME PROCESSING METHOD

      
Application Number 16922546
Status Pending
Filing Date 2020-07-07
First Publication Date 2020-10-22
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Odagiri, Kei
  • Ohno, Hiroaki

Abstract

A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.

IPC Classes  ?

  • A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
  • A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/56 - 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/537 - 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

5.

AR SPACE IMAGE PROJECTING SYSTEM, AR SPACE IMAGE PROJECTING METHOD, AND USER TERMINAL

      
Application Number 16851310
Status Pending
Filing Date 2020-04-17
First Publication Date 2020-10-22
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Driancourt, Remi

Abstract

An AR space image projecting system is configured to: acquire a depth map of an area photographed by a photographing unit; specify at least one three-dimensional object existing in the area; receive designation of a projected image; receive a projection execution input in a state where the projected image is superimposed onto the three-dimensional object and the superimposed projected image is displayed; specify, when the projection execution input is received, onto what position of the three-dimensional object the projected image is projected, and register information on the projected image and information on a projected position so as to be associated with the three-dimensional object information; and superimpose the projected image on the three-dimensional object reflected on a display unit and display the three-dimensional object thus superimposed in a case where the three-dimensional object onto which the projected image is projected is photographed by the photographing unit.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06T 7/50 - Depth or shape recovery

6.

VIDEO GAME PROCESSING PROGRAM AND VIDEO GAME PROCESSING SYSTEM

      
Application Number 16902913
Status Pending
Filing Date 2020-06-16
First Publication Date 2020-10-01
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Gondai, Mitsutoshi
  • Ishikawa, Masatoshi
  • Yokozawa, Tsuyoshi
  • Sugi, Takashi

Abstract

A video game processing program product for causing a server to realize functions to control progress of a video game is provided. The functions include: a function to generate content in which at least one of the user or a character operated by the user is allowed to participate, in a case where a predetermined condition is satisfied; a function to store the number of participants who participate in first content and a clear time indicating a time required to clear the first content in a predetermined storage medium; a function to set up the degree of difficulty for second content indicating content to be generated newly; and a function to detect whether a generation condition contained in the predetermined condition to generate the second content is satisfied or not. The generating function includes a function to generate the second content with the degree of difficulty thus set up.

IPC Classes  ?

  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

7.

CONTENT-RELATED INFORMATION DISPLAY SYSTEM

      
Application Number 16832511
Status Pending
Filing Date 2020-03-27
First Publication Date 2020-07-16
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Ooya, Kazuhiro

Abstract

Systems, methods, and media for displaying content are provided. According to a content-related information display system, a first memory stores content. A first processor outputs a drawing command for displaying the content on a first display, and generates progress status information which is related to a progress status of the content. A second memory stores content-related information which is related to the content. A second processor specifies the content-related information according to the progress status information generated by the first processor. A second display displays the content-related information according to a player input received by the second processor. The first processor generates the progress status information in response to at least one of a predetermined condition being satisfied in relation to the progress status of the content or a specific operation being received by the first processor.

IPC Classes  ?

  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/323 - 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 13/533 - 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 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range

8.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16822857
Status Pending
Filing Date 2020-03-18
First Publication Date 2020-07-09
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Sato, Yasuhiro
  • Takuma, Naofumi
  • Iwano, Hiroaki

Abstract

A video game processing apparatus for controlling progress of a video game is provided. In the video game, a plurality of players addresses a common task. The video game processing apparatus includes a processor and a display controller. The processor specifies a task corresponding to a task providing request of a first player and generates player related information of a second player corresponding to the specified task. The display controller displays, on a task screen, an image in association with the second player. The image satisfies a display condition during progress of the specified task. The task screen indicates the specified task.

IPC Classes  ?

  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot

9.

AUTOMATIC MOVEMENT OF PLAYER CHARACTER IN NETWORK GAME

      
Application Number 16746235
Status Pending
Filing Date 2020-01-17
First Publication Date 2020-05-14
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Kuroda, Yoichi
  • Katsume, Yoshitaka

Abstract

A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/56 - 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/67 - 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

10.

Video game processing apparatus and video game processing program product

      
Application Number 16719135
Grant Number 10780345
Status In Force
Filing Date 2019-12-18
First Publication Date 2020-04-23
Grant Date 2020-09-22
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Matsui, Ryoma
  • Akiyama, Toshio

Abstract

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device provided with a touch panel. The video game processing apparatus is provided with a virtual controller information memory for storing virtual controller information on a virtual controller. The display device is caused to display the virtual controller on the display screen on the basis of the virtual controller information. In a case where an operational input to the virtual controller displayed on the display screen is received, the video game processing apparatus updates a shape of the virtual controller on the basis of the virtual controller information, and controls an action of the player character on the basis of the received operational input. The operational input may include a slide operation and a tap operation, for example.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/2145 - 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 13/533 - 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

11.

Video game processing program, video game processing method, and video game processing system

      
Application Number 16715429
Grant Number 10722794
Status In Force
Filing Date 2019-12-16
First Publication Date 2020-04-16
Grant Date 2020-07-28
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Ito, Kazuki
  • Nagai, Yuya

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a computer to realize functions to control progress of a video game on a basis of an operation of a controller by a user in a predetermined space including a display area is provided. Operation information, containing a position or a direction of the controller in the predetermined space, is obtained. In a case where the position or the direction of the controller is changed, a determination area is generated in a virtual space corresponding to the predetermined space on a basis of the operation information corresponding to the change. An image corresponding to a positional relationship between a determination target and the determination area is displayed in the display area.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/428 - 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 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/537 - 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 13/27 - 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 13/814 - 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

12.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16597668
Status Pending
Filing Date 2019-10-09
First Publication Date 2020-02-27
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Suzuki, Shingo

Abstract

An event information memory for storing event information and an event management information memory for storing event management information are provided. The event information contains an event and an event execution time defined in advance as time from start of the event to its end. The event management information contains executing event related information on an executing event and a maximal allowed time that is allowed as the maximum of a total time of a remaining time of each executing event. The executing event related information is updated in accordance with an elapse of time. A display device is caused to display an event progress status graph on a display screen of the display device on the basis of the event management information. The event progress status graph indicates a status of the remaining time of each executing event in the maximal allowed time.

IPC Classes  ?

  • A63F 13/822 - Strategy games; Role-playing games 
  • 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 13/45 - Controlling the progress of the video game

13.

GAME APPARATUS

      
Application Number 16560158
Status Pending
Filing Date 2019-09-04
First Publication Date 2019-12-26
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Tokita, Takashi
  • Soken, Masayoshi

Abstract

A game apparatus is provided which has a convenience where another function, such as photo taken by a camera, can be used while playing a game by causing a game program and another program to work together. The game apparatus increases interest of the game by relating a result of execution of the other program to the contents of the game. For example, when a camera icon displayed on a display is selected by an operation of a touch panel, a program for controlling a camera function launches, and an image can be captured at an arbitrary timing. The captured image is converted according to a predetermined condition. The converted image is displayed on a display screen and image data is stored in a flash memory.

IPC Classes  ?

  • 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 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • H04M 1/725 - Cordless telephones

14.

GAME SYSTEM AND GAME APPARATUS

      
Application Number 16547194
Status Pending
Filing Date 2019-08-21
First Publication Date 2019-12-12
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Fujimoto, Noriyoshi

Abstract

It is an object of the present invention to provide a game apparatus and a game system in which a player who operates a game apparatus without having a game program can obtain the same benefit such as an item which is originally obtained through a communication play, when the game apparatus which does not have the game program downloads a part of the game program from a game apparatus which has the game program and performs the communication play with the game apparatus having the game program.

IPC Classes  ?

  • 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 13/92 - 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

15.

VIDEO GAME PROCESSING PROGRAM, AND VIDEO GAME PROCESSING SYSTEM

      
Application Number 16544387
Status Pending
Filing Date 2019-08-19
First Publication Date 2019-12-05
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO.,LTD.) (Japan)
Inventor
  • Yokozawa, Tsuyoshi
  • Tate, Shingo

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: an event participation managing function configured to receive participation in an event from at least one of users; an initial level setting function configured to set a level of a player character in the event to a predetermined initial level regardless of a level thereof indicating a degree of strength outside the event of the player character, and to cause the event to start after setting; a level-up determining function configured to manage a predetermined condition to raise the level of the player character in the event; and a privilege giving function configured to give a privilege in the event to the player character or the user.

IPC Classes  ?

  • A63F 13/822 - Strategy games; Role-playing games 
  • 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 13/58 - 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

16.

PROGRAM AND SYSTEM

      
Application Number 16516645
Status Pending
Filing Date 2019-07-19
First Publication Date 2019-11-07
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Hotaka, Tatsuya

Abstract

A non-transitory computer-readable medium includes a program product for causing a server to perform operations to control progress of a video game. The operations includes obtaining communication quality information regarding a communication quality of at least one user terminal, determining a display condition on the basis of the communication quality information, the display condition including a number of objects displayed in a game image and displaying, on a display screen of a display device of the at least one user terminal, the game image on the basis of the determined display condition.

IPC Classes  ?

  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • H04N 21/24 - Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth or upstream requests

17.

INFORMATION PROCESSING APPARATUS, METHOD FOR INFORMATION PROCESSING, AND GAME APPARATUS FOR PERFORMING DIFFERENT OPERATIONS BASED ON A MOVEMENT OF INPUTS

      
Application Number 16517143
Status Pending
Filing Date 2019-07-19
First Publication Date 2019-11-07
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Tanzawa, Yuuichi
  • Miyata, Daisuke
  • Asao, Yoshimasa
  • Uchida, Tetsuro
  • Tomii, Kazuya

Abstract

An apparatus and method for providing a touch operation is provided. The apparatus includes a display to display an image, a coordinate input to input a coordinate on a display screen of the display, and a processor to execute a process. The process including determining first input detected as a first specifying operation specifying an area on a display screen. The process also includes determining, when a second input is detected and the first input is continuously detected, the first and the second inputs as a second specifying operation. Also, the process includes determining, when one of the first and the second inputs is discontinued after determining the second specifying operation, a continuing and remaining input as the first specifying operation which treats the continuing and remaining input as the first input.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

18.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16507583
Status Pending
Filing Date 2019-07-10
First Publication Date 2019-10-31
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Minagawa, Hiroshi
  • Maehiro, Kazutoyo

Abstract

A video game processing apparatus for controlling progress of a video game is provided. A display device is caused to display multiple virtual image sets including at least a first virtual image set and a second virtual image set. The multiple virtual image sets corresponding to one input device. The first virtual image set corresponds to a first set of gameplay operations and the second virtual image set corresponds to a second set of gameplay operations. Only one of the virtual image sets is activated at a time according to a selection by a player. An input receiver receives a selection of an input of the one input device, and a gameplay operation corresponding to the input selected is executed. The gameplay operation executed corresponds to the activated set of the virtual images.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/422 - 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
  • 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

19.

Information processing program, method, and system for sharing virtual process for real object in real world using augmented reality

      
Application Number 16367737
Grant Number 10825252
Status In Force
Filing Date 2019-03-28
First Publication Date 2019-10-03
Grant Date 2020-11-03
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Driancourt, Remi

Abstract

A server apparatus obtains positional information of a first terminal device and photographed image data on an image photographed by using the first terminal device. The server apparatus specifies a target object included in the photographed image data. The server apparatus obtains drawing information indicating content of a drawing process against the target object via the first terminal device. The server apparatus outputs superimposed information to the first terminal device or a second terminal device before a first user of the first terminal device or a second user of the second terminal device photographs the target object to which the content of the drawing process is attached, the superimposed information being used to cause the first terminal device or the second terminal device to superimpose the drawing information onto the target object included in the photographed image data and display the superimposed target object.

IPC Classes  ?

  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure
  • G06K 9/00 - Methods or arrangements for reading or recognising printed or written characters or for recognising patterns, e.g. fingerprints
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer

20.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16416969
Status Pending
Filing Date 2019-05-20
First Publication Date 2019-09-05
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Asano, Tomoya
  • Takahashi, Masashi

Abstract

Players are allowed to urge them to cooperate with each other. A video game processing apparatus 100 for controlling progress of a video game including a turn-based battle against an enemy character by displaying a player character on a display screen of a display device includes a profile information storage section 12a for storing summon admissibility information in which a battle command used in the turn-based battle is associated with other player character that carries out an action corresponding to the battle command; receives the summon admissibility information from other video game processing apparatus in which the other player character is used as a main character; receives a summoning request indicating a usage request of the summon admissibility information in the turn-based battle; determines summon admissibility information to be used in a case where the summoning request is received; and summons the other player character indicated by the determined summon admissibility information to be caused to carry out the action corresponding to the battle command indicated by the summon admissibility information.

IPC Classes  ?

  • A63F 13/50 - Controlling the output signals based on the game progress

21.

NETWORK GAME SYSTEM FOR EXECUTING EVENT IN NETWORK GAME

      
Application Number 16392121
Status Pending
Filing Date 2019-04-23
First Publication Date 2019-08-15
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Kuroda, Yoichi
  • Kato, Ryoko

Abstract

A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus.

IPC Classes  ?

  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • 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 13/822 - Strategy games; Role-playing games 
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • 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 13/44 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

22.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16385914
Status Pending
Filing Date 2019-04-16
First Publication Date 2019-08-08
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Tabata, Hajime
  • Nishida, Masayasu

Abstract

A video game processing apparatus is provided. The video game processing apparatus includes a processor for controlling progress of a video game. The video game includes at least one virtual mission which a first player cannot execute. The processor informs a second player different from the first player of an existence of the first player corresponding to the at least one virtual mission. A display displays a game screen including an image. The image informs the first player corresponding to the at least one virtual mission that the at least one virtual mission has been played by the second player. The processor specifies a first privilege to be given to the second player, and the first privilege is determined in accordance with at least one of a difference in level between the first player and the second player and a relationship between the first player and the second player.

IPC Classes  ?

  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list

23.

Video game processing program, video game processing system and video game processing method

      
Application Number 16366398
Grant Number 10737177
Status In Force
Filing Date 2019-03-27
First Publication Date 2019-07-18
Grant Date 2020-08-11
Owner KABUSHIKI KAISHA SQUARE ENIX (ALSO TRADING AS SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Odagiri, Kei
  • Ohno, Hiroaki

Abstract

A video game processing program product causes a user terminal to realize functions to control progress of a video game. The functions include: an updating function configured to update a position of a character; a first displaying function configured to display, in a normal mode, a normal game screen; and a second displaying function configured to display, in a photographing mode, a photographing game screen based on a photographing operation. In a first case where a user operates the user character to change position while the photographing screen is displayed in the photographing mode, a change in position of the user character does not affect a status of the normal mode. The status of the normal mode of the video game is configured to be updated in a second case while the photographing screen is displayed in the photographing mode.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/56 - 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/537 - 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

24.

GAME MACHINE WITH TOUCH PANEL DISPLAY

      
Application Number 16263638
Status Pending
Filing Date 2019-01-31
First Publication Date 2019-05-30
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Aoyagi, Hidetoshi

Abstract

A game machine with a display which serves as a touch panel type input is provided. The game machine includes a character display for displaying at least two characters on a screen of the display. A finger contact detector detects a contact between a fingertip of a player and the screen. A cursor movement controller locates a cursor on the basis of a coordinate position of the fingertip when the finger contact detector detects the contact. The cursor movement controller controls movement of the cursor on the basis of movement of the coordinate position. A character selector sets a character, with which the cursor is contacted, to a selection state. The character becomes a controlled object when a predetermined selection fixed operation is received, and the character selector keeps the selection state of the character when the fingertip is released.

IPC Classes  ?

  • A63F 13/21 - Input arrangements for video game devices characterised by their sensors, purposes or types
  • G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object or an image, setting a parameter value or selecting a range
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

25.

Video game processing program, video game processing method, and video game processing system

      
Application Number 16102105
Grant Number 10537800
Status In Force
Filing Date 2018-08-13
First Publication Date 2019-05-30
Grant Date 2020-01-21
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Ito, Kazuki
  • Nagai, Yuya

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a computer to realize functions to control progress of a video game on a basis of an operation of a controller by a user in a predetermined space including a plurality of display areas is provided. Operation information that contains a position and a direction of the controller in the predetermined space is obtained. In a case where the position or the direction of the controller is changed, a determination area is generated in a virtual space corresponding to the predetermined space on the basis of the operation information corresponding to the change. A positional relationship between a determination target and the determination area that are arranged in the virtual space is determined. An image corresponding to a determination result in the display area is displayed.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/428 - 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

26.

Video game processing program and video game processing system

      
Application Number 16238192
Grant Number 10717006
Status In Force
Filing Date 2019-01-02
First Publication Date 2019-05-09
Grant Date 2020-07-21
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Gondai, Mitsutoshi
  • Ishikawa, Masatoshi
  • Yokozawa, Tsuyoshi
  • Sugi, Takashi

Abstract

A video game processing program product for causing a server to realize functions to control progress of a video game is provided. The functions include: a function to generate content in which at least one of the user or a character operated by the user is allowed to participate, in a case where a predetermined condition is satisfied; a function to store the number of participants who participate in first content and a clear time indicating a time required to clear the first content in a predetermined storage medium; a function to set up the degree of difficulty for second content indicating content to be generated newly; and a function to detect whether a generation condition contained in the predetermined condition to generate the second content is satisfied or not. The generating function includes a function to generate the second content with the degree of difficulty thus set up.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

27.

Command processing program, image command processing apparatus, and image command processing method

      
Application Number 15956210
Grant Number 10529333
Status In Force
Filing Date 2018-04-18
First Publication Date 2019-04-04
Grant Date 2020-01-07
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Boeda, Gautier
  • Johnson, Eric
  • Driancourt, Remi

Abstract

A non-transitory computer-readable medium including a command processing program for causing a computer to realize functions to generate a command for carrying out an indication against an operation target in a virtual space on the basis of an input by a user using a natural language is provided. The functions include: a text data obtaining function configured to obtain text data on the basis of the input by the user using the natural language; a syntax analyzing function configured to extract a command from the obtained text data, the user wanting to carry out the command; a command analyzing function configured to generate a primitive type command from the command extracted by the syntax analyzing function; and a specific viewpoint information obtaining function configured to obtain specific viewpoint information at least at a time of an input operation by the user using the natural language.

IPC Classes  ?

  • G10L 15/22 - Procedures used during a speech recognition process, e.g. man-machine dialog
  • G10L 15/26 - Speech to text systems
  • G06F 17/27 - Automatic analysis, e.g. parsing, orthograph correction
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • G06T 15/20 - Perspective computation
  • G06F 17/28 - Processing or translating of natural language
  • G06F 3/16 - Sound input; Sound output

28.

VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM

      
Application Number 16177874
Status Pending
Filing Date 2018-11-01
First Publication Date 2019-03-07
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Kashitani, Yoshiki

Abstract

Video game processing apparatuses, media, and methods are provided for controlling progress of a video game. Player character related information is stored in a memory and changes in accordance with progress of the video game. Initial area information is stored in the memory and indicates an initial state of each of a plurality of areas. Updated area information is stored in the memory and indicates a progress status of the video game in each of the areas. The updated area information is updated in accordance with the progress of the video game. It is determined whether to use the initial area information or the updated area information corresponding to a selected area in response to an operation of the player character. The game is progressed in the selected area using a corresponding one of the initial area information and the updated area information.

IPC Classes  ?

  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/49 - Saving the game status; Pausing or ending the game
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • A63F 13/497 - Partially or entirely replaying previous game actions
  • 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 13/45 - Controlling the progress of the video game
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

29.

Game system

      
Application Number 16179103
Grant Number 10792574
Status In Force
Filing Date 2018-11-02
First Publication Date 2019-03-07
Grant Date 2020-10-06
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Yasue, Tai

Abstract

A game system is provided in which a first game apparatus operated by a first player and a second game apparatus operated by a second player are configured to communicate with each other. The first game apparatus decides a content of a fighting event according to an operation of the first player, and transmits event information related to the content of the fighting event. The second game apparatus receives the event information, and generates the fighting event based on the event information. The event information includes: object information related to one or more objects that are selected from objects of the first player and that fight against an object of the second player in the fighting event; and mission information that is related to a mission assigned for the second player during the fighting event.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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 13/92 - Video game devices specially adapted to be hand-held while playing
  • A63F 13/327 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections using wireless networks, e.g. Wi-Fi or piconet
  • A63F 13/825 - Fostering virtual characters
  • 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 13/2145 - 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 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/335 - 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 13/533 - 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 13/50 - Controlling the output signals based on the game progress
  • A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

30.

Video game processing apparatus and video game processing program

      
Application Number 16160329
Grant Number 10625154
Status In Force
Filing Date 2018-10-15
First Publication Date 2019-02-14
Grant Date 2020-04-21
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Sato, Yasuhiro
  • Takuma, Naofumi
  • Iwano, Hiroaki

Abstract

A video game processing apparatus for controlling progress of a video game is provided. In the video game, a plurality of players addresses a common task. The video game processing apparatus includes a processor and a display controller. The processor specifies a task corresponding to a task providing request of a first player and generates player related information of a second player corresponding to the specified task. The display controller displays, on a task screen, an image including a character string in association with the second player. The character string satisfies a display condition during progress of the specified task. The task screen indicates the specified task.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/822 - Strategy games; Role-playing games 

31.

Content-related information display system

      
Application Number 16142414
Grant Number 10632370
Status In Force
Filing Date 2018-09-26
First Publication Date 2019-01-24
Grant Date 2020-04-28
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Ooya, Kazuhiro

Abstract

Systems, methods, and media for displaying content are provided. According to a content-related information display system, a first memory stores content. A first processor outputs a drawing command for displaying the content on a first display, and generates progress status information which is related to a progress status of the content. A second memory stores content-related information which is related to the content. A second processor specifies the content-related information according to the progress status information generated by the first processor. A second display displays the content-related information according to a player input received by the second processor. The first processor generates the progress status information in response to at least one of a predetermined condition being satisfied in relation to the progress status of the content or a specific operation being received by the first processor.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/323 - 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 13/533 - 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 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range

32.

Game apparatus

      
Application Number 16026679
Grant Number 10441890
Status In Force
Filing Date 2018-07-03
First Publication Date 2018-11-08
Grant Date 2019-10-15
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tokita, Takashi
  • Soken, Masayoshi

Abstract

A game apparatus is provided which has a convenience where another function, such as photo taken by a camera, can be used while playing a game by causing a game program and another program to work together. The game apparatus increases interest of the game by relating a result of execution of the other program to the contents of the game. For example, when a camera icon displayed on a display is selected by an operation of a touch panel, a program for controlling a camera function launches, and an image can be captured at an arbitrary timing. The captured image is converted according to a predetermined condition. The converted image is displayed on a display screen and image data is stored in a flash memory.

IPC Classes  ?

  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
  • A63F 13/77 - 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 13/53 - 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 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • H04M 1/725 - Cordless telephones

33.

Video game processing apparatus and video game processing program product

      
Application Number 16027789
Grant Number 10543428
Status In Force
Filing Date 2018-07-05
First Publication Date 2018-11-01
Grant Date 2020-01-28
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Matsui, Ryoma
  • Akiyama, Toshio

Abstract

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device provided with a touch panel. The video game processing apparatus is provided with a virtual controller information memory for storing virtual controller information on a virtual controller. The display device is caused to display the virtual controller on the display screen on the basis of the virtual controller information. In a case where an operational input to the virtual controller displayed on the display screen is received, the video game processing apparatus updates a shape of the virtual controller on the basis of the virtual controller information, and controls an action of the player character on the basis of the received operational input. The operational input may include a slide operation and a tap operation, for example.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/20 - Input arrangements for video game devices
  • 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 13/533 - 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

34.

Program and system

      
Application Number 15900997
Grant Number 10576377
Status In Force
Filing Date 2018-02-21
First Publication Date 2018-08-23
Grant Date 2020-03-03
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Taura, Takahisa

Abstract

A non-transitory computer-readable medium including a program product for causing a server to realize functions to control progress of a video game in a game space is provided. The functions include: a starting function configured to start, in a case where a player character becomes a game continuation disabled state in the game space, progress of the video game by using, as the player character, a character the same as or different from the player character that became the game continuation disabled state; and an arranging function configured to arrange, as an object corresponding to the player character that became the game continuation disabled state, a corresponding object at a spot of the game space where the player character became the game continuation disabled state or in the vicinity of the spot, predetermined information regarding the player character being associated with the corresponding character.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/25 - Output arrangements for video game devices
  • 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 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player
  • A63F 13/69 - 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

35.

Automatic movement of player character in network game

      
Application Number 15955222
Grant Number 10569178
Status In Force
Filing Date 2018-04-17
First Publication Date 2018-08-16
Grant Date 2020-02-25
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Kuroda, Yoichi
  • Katsume, Yoshitaka

Abstract

A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/63 - 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

36.

Video game processing program, video game processing system and video game processing method

      
Application Number 15890784
Grant Number 10265623
Status In Force
Filing Date 2018-02-07
First Publication Date 2018-06-14
Grant Date 2019-04-23
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Odagiri, Kei
  • Ohno, Hiroaki

Abstract

A video game processing program product causes a user terminal to realize functions to control progress of a video game in response to an operation of a user. The functions include: an updating function configured to update a position of a character on a virtual space on the basis of a moving operation by a user; a first displaying function configured to display a normal screen corresponding to the user on the basis of an update result; a second displaying function configured to display a photographing screen, on which an object other than a user character carries out a photographing action when the photographing operation is carried out, on the basis of a photographing operation; and a storing function configured to store at least a part of the photographing screen in a predetermined storage region on the basis of a storing operation.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/537 - 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 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/56 - 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

37.

Video game processing apparatus and video game processing program

      
Application Number 15848877
Grant Number 10391386
Status In Force
Filing Date 2017-12-20
First Publication Date 2018-04-26
Grant Date 2019-08-27
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Minagawa, Hiroshi
  • Maehiro, Kazutoyo

Abstract

A video game processing apparatus for controlling progress of a video game is provided. An image display device is caused to display operating section images in an operating section image display area on a display screen in an arrangement pattern corresponding to arrangement positions of respective operating sections. The operating section images are operating section images respectively corresponding to the operating sections arranged in the operational input section. Identification display allowing a player to identify the operational function associated with the corresponding operating section is made for each of the group of operating section images. When to receive an operational input in response to an operation of any of the plurality of operating sections by the player, the video game processing apparatus carries out operation correspondence processing that indicates processing to exert an operational function associated with the operating section operated by the player.

IPC Classes  ?

  • G06F 3/048 - Interaction techniques based on graphical user interfaces [GUI]
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/42 - 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 13/422 - 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
  • G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form

38.

VIDEO GAME PROCESSING PROGRAM AND VIDEO GAME PROCESSING SYSTEM

      
Application Number 15696798
Status Pending
Filing Date 2017-09-06
First Publication Date 2018-03-15
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor
  • Ohno, Hiroaki
  • Odagiri, Kei

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: a motion control function configured to refer to a storing section to cause an object to carry out a motion specified by the user, a series of actions (hereinafter, referred to as a “motion”) being stored in the storing section in advance, the object being to be caused to carry out the series of actions; a stopping function configured to cause the motion, which the object is carrying out, to stop on the way on the basis of an operation of the user; and a proceeding function configured to cause the video game to proceed in a state where the motion of the object is stopped on the way on the basis of the stopping function.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game

39.

ASSESSMENT INFORMATION GATHERING SYSTEM

      
Application Number 15810622
Status Pending
Filing Date 2017-11-13
First Publication Date 2018-03-08
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Shimada, Akinari

Abstract

An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is “Good” or “Bad” during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results.

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • H04N 21/4147 - PVR [Personal Video Recorder]
  • H04N 21/845 - Structuring of content, e.g. decomposing content into time segments
  • H04N 21/4335 - Housekeeping operations, e.g. prioritizing content for deletion because of storage space restrictions
  • H04N 21/426 - Internal components of the client
  • H04N 5/76 - Television signal recording
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • H04N 21/44 - Processing of video elementary streams, e.g. splicing a video clip retrieved from local storage with an incoming video stream or rendering scenes according to MPEG-4 scene graphs

40.

Video game program and system

      
Application Number 15675080
Grant Number 10398971
Status In Force
Filing Date 2017-08-11
First Publication Date 2018-03-01
Grant Date 2019-09-03
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Hotaka, Tatsuya

Abstract

A non-transitory computer-readable medium including a program product for causing a server to realize functions to control progress of a video game is provided. The functions include: an obtaining function configured to obtain communication quality information regarding a communication quality of one of user terminals; a determining function configured to determine a display condition of a character on the basis of the communication quality information; and a displaying function configured to cause the one user terminal to display a game image based on the determined display condition. In this case, the determining function includes a function configured to determine a condition regarding the number of characters included in the game image as the display condition, and the displaying function includes a function configured to cause the one user terminal to display the game image that satisfies the condition regarding the number of characters.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/358 - Adapting the game course according to the network or server load, e.g. for reducing latency due to different connection speeds between clients
  • H04N 21/24 - Monitoring of processes or resources, e.g. monitoring of server load, available bandwidth or upstream requests

41.

Information processing apparatus, method for information processing, and game apparatus for performing different operations based on a movement of inputs

      
Application Number 15688146
Grant Number 10831258
Status In Force
Filing Date 2017-08-28
First Publication Date 2018-01-11
Grant Date 2020-11-10
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tanzawa, Yuuichi
  • Miyata, Daisuke
  • Asao, Yoshimasa
  • Uchida, Tetsuro
  • Tomii, Kazuya

Abstract

An apparatus and method for providing a touch operation is provided. The apparatus includes a display to display an image, a coordinate input to input a coordinate on a display screen of the display, and a processor to execute a process. The process including determining first input detected as a first specifying operation specifying an area on a display screen. The process also includes determining, when a second input is detected and the first input is continuously detected, the first and the second inputs as a second specifying operation. Also, the process includes determining, when one of the first and the second inputs is discontinued after determining the second specifying operation, a continuing and remaining input as the first specifying operation which treats the continuing and remaining input as the first input.

IPC Classes  ?

  • G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/822 - Strategy games; Role-playing games 
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance

42.

Video game processing program, and video game processing system

      
Application Number 15584442
Grant Number 10427052
Status In Force
Filing Date 2017-05-02
First Publication Date 2017-11-09
Grant Date 2019-10-01
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Yokozawa, Tsuyoshi
  • Tate, Shingo

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to control progress of a video game in response to an operation of a user is provided. The functions include: an event participation managing function configured to receive participation in an event from at least one of users; an initial level setting function configured to set a level of a player character in the event to a predetermined initial level regardless of a level thereof indicating a degree of strength outside the event of the player character, and to cause the event to start after setting; a level-up determining function configured to manage a predetermined condition to raise the level of the player character in the event; and a privilege giving function configured to give a privilege in the event to the player character or the user.

IPC Classes  ?

  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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 13/58 - 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 13/67 - 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

43.

VIDEO GAME CONTROL SERVER, VIDEO GAME CONTROL APPARATUS, AND VIDEO GAME CONTROL PROGRAM PRODUCT

      
Application Number 15655493
Status Pending
Filing Date 2017-07-20
First Publication Date 2017-11-02
Owner KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) (Japan)
Inventor Kosuge, Shingo

Abstract

A video game control server controls progress of a video game via a communication network. The video game is carried out by video game control apparatuses respectively operated by a plurality of players. Progress status information indicating a status of progress of the video game for each of the plurality of players is stored in a progress status information storer. By referring to the status of the progress of the video game for each of the plurality of players, it is determined whether the number of players who satisfy a predetermined achievement condition of the plurality of players belonging to a group reaches a predetermined number or not. A special game is caused to start in a case where the number of satisfied players reaches the predetermined number. The special game is played by the players of the predetermined number who satisfy the predetermined achievement condition.

IPC Classes  ?

  • A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
  • A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/88 - Mini-games executed independently while main games are being loaded
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal

44.

Program and system

      
Application Number 15491245
Grant Number 10561948
Status In Force
Filing Date 2017-04-19
First Publication Date 2017-10-26
Grant Date 2020-02-18
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Tatsuke, Shinichi

Abstract

A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game is provided. The functions include: an experience value giving function configured to give an experience value to an object on the basis of a result of an event that occurs in accordance with progress of the video game; a managing function configured to manage a level of the object on the basis of the given experience value; and a privilege giving function configured to give a privilege to the object on the basis of an experience value that has been given and exceeds a value required to reach an upper limit of the level.

IPC Classes  ?

  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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 13/55 - Controlling game characters or game objects based on the game progress
  • 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

45.

Apparatus and method for displaying player character showing special movement state in network game

      
Application Number 15648760
Grant Number 10016680
Status In Force
Filing Date 2017-07-13
First Publication Date 2017-10-26
Grant Date 2018-07-10
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi

Abstract

In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/55 - Controlling game characters or game objects based on the game progress
  • 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 13/25 - Output arrangements for video game devices
  • 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 13/822 - Strategy games; Role-playing games 
  • 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

46.

Network game system for executing event in network game

      
Application Number 15635835
Grant Number 10307673
Status In Force
Filing Date 2017-06-28
First Publication Date 2017-10-19
Grant Date 2019-06-04
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Kuroda, Yoichi
  • Kato, Ryoko

Abstract

A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
  • 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 13/537 - 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range

47.

Video game processing apparatus and video game processing program

      
Application Number 15491295
Grant Number 10124254
Status In Force
Filing Date 2017-04-19
First Publication Date 2017-10-05
Grant Date 2018-11-13
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Sato, Yasuhiro
  • Takuma, Naofumi
  • Iwano, Hiroaki

Abstract

A video game processing apparatus for controlling progress of a video game is provided. In the video game, a plurality of players addresses a common task. The video game processing apparatus includes a processor and a display controller. The processor specifies a task corresponding to a task providing request of a first player and generates player related information of a second player corresponding to the specified task. The display controller displays, on a task screen, an image including a character string in association with the second player. The character string satisfies a display condition during progress of the specified task. The task screen indicates the specified task.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/822 - Strategy games; Role-playing games 

48.

Program and system

      
Application Number 15459425
Grant Number 10272334
Status In Force
Filing Date 2017-03-15
First Publication Date 2017-09-21
Grant Date 2019-04-30
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Motohashi, Daisuke
  • Ono, Kiminori

Abstract

A non-transitory computer-readable medium including a program causing a user terminal to realize functions to control progress of a video game is provided. The functions include: a receiving function configured to receive participation of a user of the user terminal in an event, a plurality of users being allowed to participate in the event, the event proceeding in synchronization with participating users who participate in the event; a displaying function causing the user terminal to display a game image, the game image containing a game field unique to the user; and a progress controlling function controlling progress of the event in which at least a part of an enemy character appears in a game field unique to at least one user of the participating users, the progress controlling function controlling progress of the event in the game field unique to the user in accordance with an input of the user.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/573 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using trajectories of game objects, e.g. of a golf ball according to the point of impact
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/812 - Ball games, e.g. soccer or baseball

49.

Networked game system

      
Application Number 15613670
Grant Number 10881966
Status In Force
Filing Date 2017-06-05
First Publication Date 2017-09-21
Grant Date 2021-01-05
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Yamaguchi, Syuhei

Abstract

A network game system of high interest in which a contingency and/or unpredictability intervenes in a data exchange between players in a network game is provided. When a map item and a character are selected, a game apparatus transmits a data exchange request and character information to a server apparatus. The received character information is stored in a character management table of the server apparatus. When a predetermined time elapses after the data exchange request, other-character information is specified, and the character management table is updated. The other-character information is transmitted to the game apparatus, and the game apparatus updates each table based on the received information.

IPC Classes  ?

  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/69 - 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 13/92 - Video game devices specially adapted to be hand-held while playing
  • A63F 13/352 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world

50.

Game apparatus

      
Application Number 15615008
Grant Number 10039986
Status In Force
Filing Date 2017-06-06
First Publication Date 2017-09-21
Grant Date 2018-08-07
Owner KABUSHIKI KAISHA SQAURE ENIX (Japan)
Inventor
  • Tokita, Takashi
  • Soken, Masayoshi

Abstract

A game apparatus is provided which has a convenience where another function, such as photo taken by a camera, can be used while playing a game by causing a game program and another program to work together. The game apparatus increases interest of the game by relating a result of execution of the other program to the contents of the game. For example, when a camera icon displayed on a display is selected by an operation of a touch panel, a program for controlling a camera function launches, and an image can be captured at an arbitrary timing. The captured image is converted according to a predetermined condition. The converted image is displayed on a display screen and image data is stored in a flash memory.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/77 - 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
  • H04M 1/725 - Cordless telephones

51.

Video game processing apparatus and video game processing program

      
Application Number 15601381
Grant Number 10500502
Status In Force
Filing Date 2017-05-22
First Publication Date 2017-09-07
Grant Date 2019-12-10
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Suzuki, Shingo

Abstract

An event information memory for storing event information and an event management information memory for storing event management information are provided. The event information contains an event and an event execution time defined in advance as time from start of the event to its end. The event management information contains executing event related information on an executing event and a maximal allowed time that is allowed as the maximum of a total time of a remaining time of each executing event. The executing event related information is updated in accordance with an elapse of time. A display device is caused to display an event progress status graph on a display screen of the display device on the basis of the event management information. The event progress status graph indicates a status of the remaining time of each executing event in the maximal allowed time.

IPC Classes  ?

  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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

52.

Video game processing apparatus and video game processing program

      
Application Number 15494983
Grant Number 10150035
Status In Force
Filing Date 2017-04-24
First Publication Date 2017-08-10
Grant Date 2018-12-11
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Kashitani, Yoshiki

Abstract

Video game processing apparatuses, media, and methods are provided for controlling progress of a video game. Player character related information is stored in a memory and changes in accordance with progress of the video game. Initial area information is stored in the memory and indicates an initial state of each of a plurality of areas. Updated area information is stored in the memory and indicates a progress status of the video game in each of the areas. The updated area information is updated in accordance with the progress of the video game. It is determined whether to use the initial area information or the updated area information corresponding to a selected area in response to an operation of the player character. The game is progressed in the selected area using a corresponding one of the initial area information and the updated area information.

IPC Classes  ?

  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/47 - Controlling the progress of the video game involving branching, e.g. choosing one of several possible scenarios at a given point in time
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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

53.

Program and system

      
Application Number 15386441
Grant Number 10286317
Status In Force
Filing Date 2016-12-21
First Publication Date 2017-06-22
Grant Date 2019-05-14
Owner KABUSHIKI KAISHA SQUARE ENIX (ALSO TRADING AS SQUARE ENIX CO., LTD.) (Japan)
Inventor Fujisawa, Jin

Abstract

A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game is provided. A set constituted by at least one game element is used in the video game. A user owns the at least one game element in the video game. The functions include: a specifying function configured to specify an event to be carried out by the user; an organizing function configured to refer to the event to organize a recommended set, the recommended set being constituted by a game element configuration that satisfies a predetermined condition; and a displaying function configured to display an image, the image causing the user to recognize information regarding the recommended set organized by the organizing function.

IPC Classes  ?

  • A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

54.

Program and system

      
Application Number 15386607
Grant Number 10427041
Status In Force
Filing Date 2016-12-21
First Publication Date 2017-06-22
Grant Date 2019-10-01
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Fujisawa, Jin

Abstract

A non-transitory computer-readable medium including a program product for causing a user terminal to realize functions to control progress of a video game is provided. The functions include: a specifying function configured to specify an event in the video game, a set, and a basic privilege, the set being constituted by a plurality of game elements, the basic privilege being given in accordance with progress of the event using the set. The functions also include: a distributing function configured to distribute the basic privilege to the plurality of game elements in accordance with a ratio of a parameter set up to each of the plurality of game elements to a total of the parameters respectively set up to the plurality of game elements.

IPC Classes  ?

  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/537 - 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 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
  • 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 13/46 - Computing the game score
  • 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

55.

Method and apparatus for joining electronic conference

      
Application Number 15447714
Grant Number 09866600
Status In Force
Filing Date 2017-03-02
First Publication Date 2017-06-22
Grant Date 2018-01-09
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Maehiro, Kazutoyo

Abstract

According to the present invention, even while a chat opening process is in progress, users can join chats by means of a simple procedure from a video game machine. Once a chat has been opened, an invitation signal can further be transmitted to other chat guests. A video game machine of an expected guest receiving the invitation signal displays a screen prompting the guest to enter the chat room, and the expected guest can join the chat by transmitting an enter room signal to a database. At this time, a chat answer signal indicating that the expected guest accepts the invitation from a chairman is transmitted from the expected guest to the chairman.

IPC Classes  ?

  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference

56.

Method for displaying chat window applied to network game

      
Application Number 15425238
Grant Number 10596472
Status In Force
Filing Date 2017-02-06
First Publication Date 2017-05-25
Grant Date 2020-03-24
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tanaka, Hiromichi
  • Kusano, Tomohiro

Abstract

A user apparatus is provided that is connected via a network to a server apparatus, the server apparatus being connected to at least one other user apparatus via the network. The user apparatus includes a receiver that receives new messages distributed from the server apparatus via the network, and a display device that sequentially displays the new messages received from the server apparatus on a display area of a display screen. A specific old message may be selectively retained in the display area of the user apparatus instead of being updated by display area update processing. Additionally, the display area update processing sequentially displays the new messages when there is no specific old message identified with high importance, and retains the specific old message in the display area when the specific old message is identified with high importance, even when a new message is received.

IPC Classes  ?

  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/53 - 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
  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • 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

57.

Video game processing program and video game processing method

      
Application Number 15412845
Grant Number 10252161
Status In Force
Filing Date 2017-01-23
First Publication Date 2017-05-11
Grant Date 2019-04-09
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tsukioka, Nobuhiro
  • Kobayashi, Yoshihiko
  • Ono, Masaki

Abstract

A plurality of characters including a player character appears in a video game. An arrangement position of at least one of characters is specified in a virtual space in accordance with progress of the video game. A display mode is set up to any one of a first display mode and a second display mode. A game control is carried out in the first display mode in which a photographed image of the virtual space photographed by a virtual camera is displayed on a game screen or the second display mode in which an arrangement image is displayed on the game screen. Each of the plurality of characters is arranged at a predetermined position in the arrangement image with a predetermined relationship with the arrangement position of the corresponding character in the virtual space. The game control is carried out in the display mode thus set up.

IPC Classes  ?

  • A63F 13/525 - Changing parameters of virtual cameras
  • 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
  • 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/822 - Strategy games; Role-playing games 

58.

Video game processing program, video game processing system and video game processing method

      
Application Number 15045623
Grant Number 09919216
Status In Force
Filing Date 2016-02-17
First Publication Date 2017-03-23
Grant Date 2018-03-20
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Odagiri, Kei
  • Ohno, Hiroaki

Abstract

A video game processing program product causes a user terminal to realize functions to control progress of a video game in response to an operation of a user. The functions include: an updating function configured to update a position of a character on a virtual space on the basis of a moving operation by a user; a first displaying function configured to display a normal screen corresponding to the user on the basis of an update result; a second displaying function configured to display a photographing screen, on which an object other than a user character carries out a photographing action when the photographing operation is carried out, on the basis of a photographing operation; and a storing function configured to store at least a part of the photographing screen in a predetermined storage region on the basis of a storing operation.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/537 - 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 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
  • A63F 13/56 - 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

59.

Content-related information display system

      
Application Number 15288189
Grant Number 10112108
Status In Force
Filing Date 2016-10-07
First Publication Date 2017-03-23
Grant Date 2018-10-30
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Ooya, Kazuhiro

Abstract

Systems, methods, and media for displaying content are provided. According to a content-related information display system, a first memory stores content. A first processor outputs a drawing command for displaying the content on a first display, and generates progress status information which is related to a progress status of the content. A second memory stores content-related information which is related to the content. A second processor specifies the content-related information to be displayed on a second display. The content-related information is specified according to the progress status information generated by the first processor. More detailed information is displayed on the second display than on the first display.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
  • A63F 13/323 - 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 13/533 - 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 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range

60.

User interface processing apparatus, method of processing user interface, and non-transitory computer-readable medium embodying computer program for processing user interface having variable transparency

      
Application Number 15340297
Grant Number 10751615
Status In Force
Filing Date 2016-11-01
First Publication Date 2017-02-16
Grant Date 2020-08-25
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Ando, Takehiro
  • Aoyagi, Hidetoshi

Abstract

An apparatus, method, and medium for controlling a progress of a video game are provided. A user interface element of the video game is displayed on a display screen. The user interface element is displayed with transparency determined during the progress of the video game. An operation to the user interface element displayed on the display screen is received regardless of the transparency. The progress of the video game is controlled in accordance with the operation to the user interface element displayed on the display screen.

IPC Classes  ?

  • 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 13/67 - 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
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
  • A63F 13/537 - 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 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • G06F 9/451 - Execution arrangements for user interfaces
  • A63F 13/25 - Output arrangements for video game devices
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

61.

Video game processing program and video game processing system

      
Application Number 15205516
Grant Number 10201759
Status In Force
Filing Date 2016-07-08
First Publication Date 2017-01-19
Grant Date 2019-02-12
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Gondai, Mitsutoshi
  • Ishikawa, Masatoshi
  • Yokozawa, Tsuyoshi
  • Sugi, Takashi

Abstract

A video game processing program product for causing a server to realize functions to control progress of a video game is provided. The functions include: a function to generate content in which at least one of the user or a character operated by the user is allowed to participate, in a case where a predetermined condition is satisfied; a function to store the number of participants who participate in first content and a clear time indicating a time required to clear the first content in a predetermined storage medium; a function to set up the degree of difficulty for second content indicating content to be generated newly; and a function to detect whether a generation condition contained in the predetermined condition to generate the second content is satisfied or not. The generating function includes a function to generate the second content with the degree of difficulty thus set up.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

62.

Game apparatus

      
Application Number 15236912
Grant Number 09962606
Status In Force
Filing Date 2016-08-15
First Publication Date 2016-12-01
Grant Date 2018-05-08
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tanzawa, Yuuichi
  • Miyata, Daisuke
  • Asao, Yoshimasa
  • Uchida, Tetsuro

Abstract

A game apparatus with good operability is provided which includes a card reader and a touch panel display and enables a player to operate a card even without looking at the card reader with eyes and to perform an input operation while looking at the touch panel display. The game apparatus includes a touch panel display and a card reader. The card reader includes a panel on which a card used in a game is set. A display support section supports the touch panel display, and a panel support section supports the panel of the card reader. The display support section supports the touch panel display such that at least a portion of the touch panel display is located above at least a portion of the panel in a vertical direction.

IPC Classes  ?

  • A63F 9/00 - Games not otherwise provided for
  • 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 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups  or , e.g. housing, wiring, connections or cabinets
  • A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells

63.

Automatic movement of player character in network game

      
Application Number 15058281
Grant Number 09975049
Status In Force
Filing Date 2016-03-02
First Publication Date 2016-09-01
Grant Date 2018-05-22
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Kuroda, Yoichi
  • Katsume, Yoshitaka

Abstract

A game includes player characters in a virtual space. The game is progressed in accordance with game progress information, which is useable for generating a game screen. The game screen is configured to be displayed on a display device. An instruction for registering a player character, which is manipulated in the game by a first player, is received, and the player character of the first player is registered as a copy non-player character. The copy non-player character is configured to be manipulated in the game by a second player. The game progress information is updated, and data of the player character of the first player is updated in accordance with a manipulation of the copy non-player character by the second player during a period in which the first player is in an off-line state.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
  • 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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 13/63 - 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

64.

Video game processing program and video game processing system

      
Application Number 15007437
Grant Number 10099142
Status In Force
Filing Date 2016-01-27
First Publication Date 2016-07-28
Grant Date 2018-10-16
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujimoto, Hiroki
  • Tokita, Takashi
  • Iwasaki, Hideo
  • Takahashi, Kouki
  • Miyazaki, Kouhei
  • Okada, Takuya

Abstract

A non-transitory computer-readable medium including a video game processing program product for causing a server to realize functions to create a rank regarding a video game for each of a plurality of users is provided. The functions includes: a managing function configured to manage the plurality of users in a state where the plurality of users is grouped into groups by every predetermined number; a creating function configured to respectively create ranks for the users in each of the groups; a setting function configured to set up grades for the users in each of the groups on the basis of the ranks of the users; a dividing function configured to divide the groups into a plurality of elements, the plurality of elements respectively corresponding to the grades; and a composing function configured to compose a new group using the plurality of elements.

IPC Classes  ?

  • A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers

65.

Method and apparatus for joining electronic conference

      
Application Number 14976018
Grant Number 09610508
Status In Force
Filing Date 2015-12-21
First Publication Date 2016-04-21
Grant Date 2017-04-04
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Maehiro, Kazutoyo

Abstract

According to the present invention, even while a chat opening process is in progress, users can join chats by means of a simple procedure from a video game machine. Once a chat has been opened, an invitation signal can further be transmitted to other chat guests. A video game machine of an expected guest receiving the invitation signal displays a screen prompting the guest to enter the chat room, and the expected guest can join the chat by transmitting an enter room signal to a database. At this time, a chat answer signal indicating that the expected guest accepts the invitation from a chairman is transmitted from the expected guest to the chairman.

IPC Classes  ?

  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/73 - Authorising game programs or game devices, e.g. checking authenticity
  • 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
  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference
  • H04L 12/58 - Message switching systems
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04N 7/15 - Conference systems
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

66.

Automatic movement of player character in network game

      
Application Number 14690748
Grant Number 09308458
Status In Force
Filing Date 2015-04-20
First Publication Date 2015-08-13
Grant Date 2016-04-12
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Kuroda, Yoichi
  • Katsume, Yoshitaka

Abstract

A player participating in a network game moves a player character of the player by manipulating a video game apparatus of the player. As the player performs an autopilot operation, the video game apparatus moves the player character as an autopilot PC. A server apparatus manages the game which progresses according to the movement of each character, and transmits progress information of the game to the video game apparatus of each player participating in the network game. The movement of the autopilot PC is decided based on an action log recording the action of the player character responding to the manipulation of the player.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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

67.

Apparatus and method for displaying player character showing special movement state in network game

      
Application Number 14631972
Grant Number 09731196
Status In Force
Filing Date 2015-02-26
First Publication Date 2015-06-25
Grant Date 2017-08-15
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi

Abstract

In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/5258 - Changing parameters of virtual cameras by dynamically adapting the position of the virtual camera to keep a game object or game character in its viewing frustum, e.g. for tracking a character or a ball
  • A63F 13/355 - 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 13/25 - 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/822 - Strategy games; Role-playing games 
  • 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

68.

Data provision system, provision apparatus, execution apparatus, control method, and recording medium

      
Application Number 14594595
Grant Number 09814979
Status In Force
Filing Date 2015-01-12
First Publication Date 2015-05-07
Grant Date 2017-11-14
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Aoyagi, Hidetoshi

Abstract

A provision apparatus provides data for a game content to an execution apparatus which generates a game screen for the game content by executing rendering processing for the game content. The apparatus receives, from the execution apparatus, a provision request of a first data, which at least includes a minimum required data on the execution start timing of the rendering processing for the game content, among the data for the game content, and a provision request of a second data among the data for the game content other than the first data, and transmits corresponding data to the execution apparatus. The apparatus receives the provision request of the second data from the execution apparatus after completing the transmission of the first data.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • 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 13/34 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using peer-to-peer connections
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • 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

69.

Network game system for executing event in network game

      
Application Number 14582632
Grant Number 09717990
Status In Force
Filing Date 2014-12-24
First Publication Date 2015-04-30
Grant Date 2017-08-01
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Kuroda, Yoichi
  • Kato, Ryoko

Abstract

A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus.

IPC Classes  ?

  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/822 - Strategy games; Role-playing games 
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
  • 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 13/537 - 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/335 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet

70.

Game system

      
Application Number 14585547
Grant Number 09427667
Status In Force
Filing Date 2014-12-30
First Publication Date 2015-04-23
Grant Date 2016-08-30
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Yasue, Tai

Abstract

A game system is provided in which, when data is transmitted to a game apparatus of a receiver side, the influence which the transmitted data has on a game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased. The game apparatus includes a display in which a field map represents all or part of a game field in a plan view as seen from the above. A placement request icon is displayed on the display. When touching the placement request icon, a sub-character can be placed at a position where a main character is located. When a sub-character icon is selected and content of an event is determined, the sub-character is placed. When a communication connection with a different game apparatus is established, information related to the placed sub-character is transmitted.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • 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 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between 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 13/327 - 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 13/822 - Strategy games; Role-playing games 
  • A63F 13/92 - Video game devices specially adapted to be hand-held while playing
  • A63F 13/825 - Fostering virtual characters
  • A63F 13/5372 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for tagging characters, objects or locations in the game scene, e.g. displaying a circle under the character controlled by the player

71.

Video game processing apparatus and video game processing program

      
Application Number 14248630
Grant Number 09710974
Status In Force
Filing Date 2014-04-09
First Publication Date 2014-10-16
Grant Date 2017-07-18
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Ichimura, Ryutaro
  • Nakazawa, Toru
  • Abe, Tomoyuki

Abstract

A video game processing apparatus for controlling progress of a video game while displaying a three-dimensional avatar, arranged within a virtual space, on a display screen of a the display device is provided. A three-dimensional partial model is generated on the basis of two-dimensional image data inputted by a user of the video game processing apparatus. The three-dimensional partial model constitutes at least apart of a body of a three-dimensional avatar, including a face portion of the three-dimensional avatar. A plurality of three-dimensional partial models thus generated is stored in a three-dimensional partial model memory. At least one three-dimensional partial model for each scene in the video game is specified from the plurality of three-dimensional partial models. The display device is caused to display the three-dimensional avatar, which includes the specified three-dimensional partial model, in a corresponding scene on the display screen.

IPC Classes  ?

  • G06T 19/20 - Editing of 3D images, e.g. changing shapes or colours, aligning objects or positioning parts
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

72.

Video game processing apparatus and video game processing program

      
Application Number 14167322
Grant Number 09656164
Status In Force
Filing Date 2014-01-29
First Publication Date 2014-10-09
Grant Date 2017-05-23
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Sato, Yasuhiro
  • Takuma, Naofumi
  • Iwano, Hiroaki

Abstract

A video game processing apparatus for controlling progress of a video game is provided. A plurality of players addresses a common task in the video game. Task related information that indicates a task that a player can challenge in the video game is stored in a task related information memory. When a task providing request is received from the player, the video game processing apparatus specifies a task corresponding to the task providing request, and generates other player related information. The other player related information indicates other player corresponding to the specified task. A task screen showing the specified task is then displayed. At least part of the generated other player related information is also displayed on the task screen.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
  • A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/822 - Strategy games; Role-playing games 

73.

Data transmission and reception system

      
Application Number 14354157
Grant Number 09531802
Status In Force
Filing Date 2012-06-11
First Publication Date 2014-10-02
Grant Date 2016-12-27
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Aoyagi, Hidetoshi
  • Hashimoto, Yoshihisa

Abstract

When content data is split into multiple pieces of data and there is a request from a client terminal to download the content data, in addition to a transfer to the client terminal from a server that has the content data, the split-up data of the content data is transferred via a P2P communications network from other client terminals that have in a cache region the split-up data of the content data, and the content data is reconstructed within the client terminal, thereby enabling the realization of higher speed data transfer rates by using multiple paths while resolving bottlenecks where traffic is concentrated on the server.

IPC Classes  ?

  • 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
  • H04L 29/08 - Transmission control procedure, e.g. data link level control procedure

74.

Video game processing apparatus and video game processing program

      
Application Number 14220394
Grant Number 09358465
Status In Force
Filing Date 2014-03-20
First Publication Date 2014-09-25
Grant Date 2016-06-07
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Katou, Jun
  • Kikkawa, Hiroyuki

Abstract

A display device is caused to selectably display panels in a predetermined area of a display screen in a predetermined arrangement pattern. When selection of at least one displayed panel is received from a user of a video game processing apparatus, the selected panel and the number of panels are specified. It is determined whether the number of panels satisfies a skill activating condition of a player character or not by referring to skill related information. The skill related information is stored in a skill related information memory. The skill related information contains player character information indicating the player character, skill information indicating a skill, and the skill activating condition indicating an activating condition of the skill. In a case where it is determined that the number of panels satisfies the skill activating condition, action processing for the skill by the player character is carried out.

IPC Classes  ?

  • A63F 13/10 - Control of the course of the game, e.g. start, progress, end
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between 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 13/46 - Computing the game score
  • A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories

75.

Video game processing apparatus and video game processing program

      
Application Number 14281209
Grant Number 08992295
Status In Force
Filing Date 2014-05-19
First Publication Date 2014-09-11
Grant Date 2015-03-31
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor
  • Matsui, Yusuke
  • Koyama, Satoru

Abstract

A video game processing apparatus for controlling progress of a video game is provided. The video game processing apparatus determines whether a predetermined command is received at least a predetermined number of times when a predetermined period of time is measured from a time when a time measuring start condition is satisfied. A specific process corresponding to the fact that the predetermined command is received for the predetermined number of times is carried out when the predetermined command is received the predetermined number of times. In this case, it is confirmed whether a reception number reaches the reception upper limit number when the predetermined command is received, and it is determined that the predetermined command is received when the reception number does not reach the reception upper limit number.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment

76.

Video game processing program and video game processing method

      
Application Number 14190883
Grant Number 09586134
Status In Force
Filing Date 2014-02-26
First Publication Date 2014-08-28
Grant Date 2017-03-07
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tsukioka, Nobuhiro
  • Kobayashi, Yoshihiko
  • Ono, Masaki

Abstract

A plurality of characters including a player character appears in a video game. An arrangement position of at least one of characters is specified in a virtual space in accordance with progress of the video game. A battle mode is set up to any one of a first battle mode and a second battle mode. A battle control is carried out in the first battle mode in which a photographed image of the virtual space photographed by a virtual camera is displayed on a battle screen or the second battle mode in which an arrangement image is displayed on the battle screen. Each of the plurality of characters is arranged at a predetermined position in the arrangement image with no relationship with the arrangement position of the corresponding character in the virtual space. The battle control is carried out in the battle mode thus set up.

IPC Classes  ?

  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • 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
  • 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
  • A63F 13/822 - Strategy games; Role-playing games 

77.

Video game processing apparatus and video game processing program

      
Application Number 14174316
Grant Number 09884246
Status In Force
Filing Date 2014-02-06
First Publication Date 2014-08-14
Grant Date 2018-02-06
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Minagawa, Hiroshi
  • Maehiro, Kazutoyo

Abstract

A video game processing apparatus for controlling progress of a video game is provided. An image display device is caused to display operating section images in an operating section image display area on a display screen in an arrangement pattern corresponding to arrangement positions of respective operating sections. The operating section images are operating section images respectively corresponding to the operating sections arranged in the operational input section. Identification display allowing a player to identify the operational function associated with the corresponding operating section is made for each of the group of operating section images. When to receive an operational input in response to an operation of any of the plurality of operating sections by the player, the video game processing apparatus carries out operation correspondence processing that indicates processing to exert an operational function associated with the operating section operated by the player.

IPC Classes  ?

  • G06F 3/03 - Arrangements for converting the position or the displacement of a member into a coded form
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/42 - 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 13/422 - 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 automatically for the purpose of assisting the player, e.g. automatic braking in a driving game
  • A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu

78.

Video game processing apparatus and video game processing program

      
Application Number 14155689
Grant Number 09814969
Status In Force
Filing Date 2014-01-15
First Publication Date 2014-07-17
Grant Date 2017-11-14
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tabata, Hajime
  • Nishida, Masayasu

Abstract

A video game processing apparatus for controlling progress of a multiplayer participatory video game is provided. A player plays the multiplayer participatory video game using a game medium in which parameters are set up. The video game processing apparatus includes a virtual mission information memory for storing virtual mission information. The virtual mission information is information on virtual missions. The player works on one of the virtual missions using the game medium. The video game processing apparatus provides the virtual mission to the player on the basis of the virtual mission information. The video game processing apparatus gives other player a game medium associated with the player using the game medium. The other player is associated with the game medium used in the virtual mission.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • A63F 13/45 - Controlling the progress of the video game
  • A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
  • A63F 13/822 - Strategy games; Role-playing games 

79.

Apparatus and medium for controlling a rhythm game with an editing function

      
Application Number 14083735
Grant Number 09409082
Status In Force
Filing Date 2013-11-19
First Publication Date 2014-06-05
Grant Date 2016-08-09
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Hazama, Ichiro

Abstract

A rhythm game control apparatus for controlling progress of a rhythm game is provided. Basic music score information indicating a basic music score on which a trigger arrangement permissible mark is arranged and music score information indicating a music score are stored. A display device is caused to display a music score editing screen on which the basic music score can be edited. The trigger is arranged on the basic music score in accordance with a trigger arranging request received from a player when an arranging request position of the trigger by the trigger arranging request is an arrangement permissible position at which a trigger arrangement permissible mark is arranged. The music score information is registered in the music score information memory indicating the music score for which the trigger is arranged on the basic music score and the basic music score is thereby edited.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
  • 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 13/63 - 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

80.

Video game processing apparatus and video game processing program

      
Application Number 13977191
Grant Number 10343057
Status In Force
Filing Date 2012-12-28
First Publication Date 2014-05-08
Grant Date 2019-07-09
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Asano, Tomoya
  • Takahashi, Masashi

Abstract

A video game processing apparatus for controlling progress of a video game including a turn-based battle against an enemy character by displaying a player character on a display screen of a display device includes a profile information storage section for storing summon admissibility information in which a battle command used in the turn-based battle is associated with other player character that carries out an action corresponding to the battle command; receives the summon admissibility information from other video game processing apparatus in which the other player character is used as a main character; receives a summoning request indicating a usage request of the summon admissibility information in the turn-based battle; determines summon admissibility information to be used in a case where the summoning request is received; and summons the other player character indicated by the determined summon admissibility information to be caused to carry out the action.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

81.

Video game processing apparatus and video game processing program product

      
Application Number 14012082
Grant Number 09901821
Status In Force
Filing Date 2013-08-28
First Publication Date 2014-03-06
Grant Date 2018-02-27
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Matsui, Ryoma
  • Akiyama, Toshio

Abstract

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device. Object information on an object that appears in the video game indicates an action possible range, in which the object can carry out a predetermined action against the player character, and the content of the predetermined action. In a case where a movement starting operation for the player character is received, the player character is caused to move in accordance with the received movement starting operation. It is determined whether the movement of the player character is terminated within the action possible range. The predetermined action by the object corresponding to the action possible range is carried out in a case where it is determined that the movement of the player character is terminated within the action possible range.

IPC Classes  ?

  • A63F 3/06 - Lottos or bingo games; Systems, apparatus or devices for checking such games
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/45 - Controlling the progress of the video game
  • 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 13/822 - Strategy games; Role-playing games 
  • G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures

82.

Video game processing apparatus and video game processing program product

      
Application Number 14012346
Grant Number 10039980
Status In Force
Filing Date 2013-08-28
First Publication Date 2014-03-06
Grant Date 2018-08-07
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Matsui, Ryoma
  • Akiyama, Toshio

Abstract

A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device provided with a touch panel. The video game processing apparatus is provided with a virtual controller information memory for storing virtual controller information on a virtual controller. The display device is caused to display the virtual controller on the display screen on the basis of the virtual controller information. In a case where an operational input to the virtual controller displayed on the display screen is received, the video game processing apparatus updates a shape of the virtual controller on the basis of the virtual controller information, and controls an action of the player character on the basis of the received operational input. The operational input may include a slide operation and a tap operation, for example.

IPC Classes  ?

  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/42 - 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 13/2145 - 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 13/533 - 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

83.

Method for displaying chat window applied to network game

      
Application Number 14069861
Grant Number 09597601
Status In Force
Filing Date 2013-11-01
First Publication Date 2014-02-27
Grant Date 2017-03-21
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tanaka, Hiromichi
  • Kusano, Tomohiro

Abstract

Players input their messages in their video game apparatuses and the messages are once collected at a server apparatus, thereafter they are distributed to all video game apparatuses from the game server apparatus. In a display screen of each video game apparatus, a chat window is displayed in order to display messages exchanged between the players on a game screen including a field and characters of the game. The chat window is sequentially enlarged up to a preset maximum number of lines when a new message is received from the game server apparatus. The chat window is sequentially reduced to the preset minimum number of lines when a predetermined time passes without any reception of new message or when the player performs a specific operation.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
  • A63F 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/53 - 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
  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol

84.

Video game processing apparatus and video game processing program product

      
Application Number 13967553
Grant Number 09067134
Status In Force
Filing Date 2013-08-15
First Publication Date 2014-02-20
Grant Date 2015-06-30
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Soken, Masayoshi
  • Tsuchida, Yoshinori

Abstract

Sounded reproduction of basic sound data indicating a game sound to be reproduced in a video game and sound deadening reproduction of coda data indicating coda used as a termination sound are started when it becomes predetermined reproduction start timing in the video game to reproduce the basic sound data and the coda data in synchronization with each other. By referring to marker data indicating a plurality of markers when it becomes predetermined reproduction end timing in the video game, switching timing to switch reproduction modes and stop timing to stop reproducing are determined. When it becomes the switching timing, the sounded reproduction of the basic sound data and the sound deadening reproduction of the coda data are respectively switched into sound deadening reproduction and sounded reproduction. The reproduction of the basic sound data and the coda data is stopped when it becomes the stop timing.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • H04S 1/00 - Two-channel systems
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/54 - 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
  • G10H 1/00 - ELECTROPHONIC MUSICAL INSTRUMENTS; INSTRUMENTS IN WHICH THE TONES ARE GENERATED BY ELECTROMECHANICAL MEANS OR ELECTRONIC GENERATORS, OR IN WHICH THE TONES ARE SYNTHESISED FROM A DATA STORE - Details of electrophonic musical instruments

85.

Object display device

      
Application Number 13945192
Grant Number 09675887
Status In Force
Filing Date 2013-07-18
First Publication Date 2014-02-06
Grant Date 2017-06-13
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Saotome, Hiroaki

Abstract

A polygon of a skirt is beforehand set in association with a skirt bone such that the polygon is at an angle of β to the skirt bone. The movement of the skirt bone is controlled according to the movement of a thigh bone. When a character walks or runs, if the thigh bone is inclined at an angle of α, each of the skirt bone and the polygon is inclined at an angle of α in a direction perpendicular to the ground surface. Therefore, since a polygon and the polygon do not interest each other, it is possible to prevent a thigh portion of the character from penetrating the skirt unnaturally.

IPC Classes  ?

  • A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
  • G06T 13/20 - 3D [Three Dimensional] animation

86.

Apparatus and method for displaying player character showing special movement state in network game

      
Application Number 14039426
Grant Number 08992321
Status In Force
Filing Date 2013-09-27
First Publication Date 2014-01-23
Grant Date 2015-03-31
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi

Abstract

In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move.

IPC Classes  ?

  • 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

87.

Video game processing apparatus and video game processing program

      
Application Number 14026331
Grant Number 08736554
Status In Force
Filing Date 2013-09-13
First Publication Date 2014-01-16
Grant Date 2014-05-27
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor Tanzawa, Yuichi

Abstract

A video game processing apparatus for controlling progress of a video game by displaying an object on a display screen of a display device is provided. The video game processing apparatus includes a plurality of touch panels respectively provided on a plurality of surfaces of all of surfaces on a housing of the video game processing apparatus. The video game processing apparatus receives a touch operation for any one of the plurality of touch panels, and determines which surface of the housing contains the touch panel for which the touch operation is received. The video game processing apparatus carries out a predetermined representation against the object displayed on the display screen from a side of the determined surface. The predetermined representation includes a representation indicating an attack against the object from the side of the determined surface.

IPC Classes  ?

  • G06F 3/02 - Input arrangements using manually operated switches, e.g. using keyboards or dials
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions

88.

Game apparatus

      
Application Number 13929035
Grant Number 09656170
Status In Force
Filing Date 2013-06-27
First Publication Date 2014-01-09
Grant Date 2017-05-23
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Ando, Takehiro
  • Iwano, Hiroaki

Abstract

The present invention provides a game apparatus in which the variation width of a computation result in a battle between a player character and an enemy character is increased, and a difference in result can be brought about even with the same attack by a player's operation, and furthermore, a player can play a game while he/she feels the sense of realism and tension where he/she manipulates the character that is difficult to manipulate as intended. A chain used by a main character to manipulate a dragon is displayed on a display screen. A player manipulates the dragon by loosening or tightening the chain by performing an operation on a touch panel. The control level of the dragon is represented by an uncontrollability parameter. A status such as the offensive power of the dragon changes according to the uncontrollability parameter.

IPC Classes  ?

  • 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 13/822 - Strategy games; Role-playing games 
  • 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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • 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 13/833 - Hand-to-hand fighting, e.g. martial arts competition

89.

Game apparatus and game program

      
Application Number 13753938
Grant Number 09149716
Status In Force
Filing Date 2013-01-30
First Publication Date 2013-12-12
Grant Date 2015-10-06
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tanzawa, Yuuichi
  • Miyata, Daisuke
  • Asao, Yoshimasa
  • Uchida, Tetsuro
  • Odaira, Masako

Abstract

A task of the present invention is to prevent timings of a plurality of objects to arrive at the same destination from becoming uncoordinated and perform efficient computation processing to perform control of moving a plurality of objects in game space to the same destination. A movement control unit of the present invention reads information related to a moving speed of each player object from an object memory unit to perform control of moving a plurality of plurality objects. Further, the movement control unit determines a party moving speed for moving a plurality of player objects as a party based on the read information related to the plurality of moving speeds. Furthermore, the movement control unit performs control of moving a plurality of player objects according to the party moving speed.

IPC Classes  ?

  • A63F 13/06 - using player-operated means for controlling the position of a specific area on the display
  • A63F 13/20 - Input arrangements for video game devices
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
  • A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
  • A63F 13/56 - 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

90.

Action modeling device, method, and program

      
Application Number 13982850
Grant Number 09208613
Status In Force
Filing Date 2012-02-13
First Publication Date 2013-11-21
Grant Date 2015-12-08
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Mukai, Tomohiko

Abstract

Actions of a player character in a virtual three-dimensional space are determined for each of the extremities. The position of the end portion of each extremity is determined in the local coordinates of the extremity, with the fixed portion being the reference position. The position of the end portion is determined within a pre-defined range of access, then the joint angle of the intermediate portion is fixed, and the position of the intermediate portion is determined from the angle of rotation about the axis connecting the fixed portion and the end portion. The position of the intermediate portion is determined as angular information within the range of motion of the intermediate portion, which is defined in accordance with the position of the end portion. The shape of each extremity of the character is determined by the positional information about the end portion and the angular information about the intermediate portion.

IPC Classes  ?

  • G06T 17/10 - Volume description, e.g. cylinders, cubes or using CSG [Constructive Solid Geometry]
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
  • G06F 17/50 - Computer-aided design

91.

Method and apparatus for joining electronic conference

      
Application Number 13944379
Grant Number 09246855
Status In Force
Filing Date 2013-07-17
First Publication Date 2013-11-14
Grant Date 2016-01-26
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor Maehiro, Kazutoyo

Abstract

According to the present invention, even while a chat opening process is in progress, users can join chats by means of a simple procedure from a video game machine . Once a chat has been opened, an invitation signal can further be transmitted to other chat guests. A video game machine of an expected guest receiving the invitation signal displays a screen prompting the guest to enter the chat room, and the expected guest can join the chat by transmitting an enter room signal to a database. At this time, a chat answer signal indicating that the expected guest accepts the invitation from a chairman is transmitted from the expected guest to the chairman.

IPC Classes  ?

  • G06F 3/00 - Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • H04L 12/58 - Message switching systems
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
  • H04N 7/15 - Conference systems
  • A63F 13/31 - Communication aspects specific to video games, e.g. between several handheld game devices at close range
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • H04L 29/06 - Communication control; Communication processing characterised by a protocol
  • H04L 12/18 - Arrangements for providing special services to substations for broadcast or conference

92.

Automatic movement of player character in network game

      
Application Number 13936507
Grant Number 09033796
Status In Force
Filing Date 2013-07-08
First Publication Date 2013-11-14
Grant Date 2015-05-19
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Kuroda, Yoichi
  • Katsume, Yoshitaka

Abstract

A player participating in a network game moves a player character of the player by manipulating a video game apparatus of the player. As the player performs an autopilot operation, the video game apparatus moves the player character as an autopilot PC. A server apparatus manages the game which progresses according to the movement of each character, and transmits progress information of the game to the video game apparatus of each player participating in the network game. The movement of the autopilot PC is decided based on an action log recording the action of the player character responding to the manipulation of the player.

IPC Classes  ?

  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

93.

Object operating device and method, and program

      
Application Number 13980113
Grant Number 08970602
Status In Force
Filing Date 2012-02-13
First Publication Date 2013-11-07
Grant Date 2015-03-03
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor Mukai, Tomohiko

Abstract

Motion data to be inserted between two different object actions that include a rotating action and are to be successively performed are generated so that the two actions are smoothly connected. Respective elements d required to define a transitional motion action are calculated from the respective frames after the end point of the former motion and before the start point of the latter motion. As for the three-dimensional rotation R(t) that defines the posture in each frame, independent linear values rx(t), ry(t), and rz(t) are calculated as values approximating the three-dimensional rotation R(t) by using exponential maps. The velocity components of the respective elements d are determined, and the largest value of the absolute values of the velocity components in each of the post-end frames and the pre-start frames is extracted as an interpolating velocity v(t). The respective elements d(t) in each of blended transitional motion frames can be determined.

IPC Classes  ?

  • G06T 13/00 - Animation
  • G06T 19/00 - Manipulating 3D models or images for computer graphics
  • A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
  • G06T 13/20 - 3D [Three Dimensional] animation

94.

Video game processing apparatus and video game processing program product

      
Application Number 13868302
Grant Number 09022863
Status In Force
Filing Date 2013-04-23
First Publication Date 2013-10-31
Grant Date 2015-05-05
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor
  • Ando, Takehiro
  • Iwano, Hiroaki
  • Hoshi, Akihide

Abstract

A video game processing apparatus includes a virtual card information memory for storing virtual card information on virtual cards used for a fighting in a video game and a player information memory for storing player information. The virtual card information indicates the attack content and an attack condition. The player information contains setup virtual card information indicating a setup virtual card set up by the player as a virtual card used for the fighting. It is determined whether there is a setup virtual card whose attack condition is satisfied among the setup virtual cards on the basis of a time measured by a timer. In a case where there are plural setup virtual cards for which it is determined that their attack conditions are respectively satisfied within a predetermined time interval, bonus processing according to a combination of the plural setup virtual cards is carried out.

IPC Classes  ?

  • A63F 9/24 - Games using electronic circuits not otherwise provided for
  • A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
  • G06F 17/00 - Digital computing or data processing equipment or methods, specially adapted for specific functions
  • G06F 19/00 - Digital computing or data processing equipment or methods, specially adapted for specific applications (specially adapted for specific functions G06F 17/00;data processing systems or methods specially adapted for administrative, commercial, financial, managerial, supervisory or forecasting purposes G06Q;healthcare informatics G16H)
  • A63F 13/98 - Accessories, i.e. detachable arrangements optional for the use of the video game device, e.g. grip supports of game controllers
  • 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 13/822 - Strategy games; Role-playing games 
  • 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

95.

Video game control server, video game control apparatus, and video game control program product

      
Application Number 13855967
Grant Number 09017172
Status In Force
Filing Date 2013-04-03
First Publication Date 2013-10-24
Grant Date 2015-04-28
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor Kosuge, Shingo

Abstract

A video game control server for controlling progress of a video game via a communication network is provided. A game board information on a game board formed in a matrix manner is stored in the video game control server. It is determined whether a clear condition is satisfied or not. The clear condition associated with each of a plurality of squares on the game board is cleared by playing the video game by a player. In a case where it is determined that the clear condition associated with a square is satisfied, the square is set up to a condition accomplished square. In a case where a square is newly set up to a condition accomplished square and an arrangement pattern of the condition accomplished squares on the game board thereby becomes a predetermined privilege applying pattern, a privilege is applied to the player.

IPC Classes  ?

  • 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 13/35 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers - Details of game servers
  • A63F 13/46 - Computing the game score

96.

Video game processing apparatus and video game processing program product

      
Application Number 13850528
Grant Number 08870662
Status In Force
Filing Date 2013-03-26
First Publication Date 2013-10-03
Grant Date 2014-10-28
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor Inuzuka, Taichi

Abstract

A video game processing apparatus for managing progress of a fighting game in which participating characters of a predetermined participation number participate along with a player character by receiving information necessary for the fighting game from other apparatuses is provided. The participating characters are determined on the basis of the player character and newly participating characters by referring to newly participating character related information containing newly participating character data and identification data of other newly participating apparatuses. In a case where the number of participating characters obtained by combining the player character and the newly participating characters is less than the predetermined participation number, participating characters of a deficient number are selected among already participating characters indicated by already participating character related information containing already participating character data and identification data of other already participating apparatuses to determine the participating characters of the predetermined participation number.

IPC Classes  ?

  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • 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

97.

Game system, program for game system and information recording medium

      
Application Number 13832701
Grant Number 09302181
Status In Force
Filing Date 2013-03-15
First Publication Date 2013-08-22
Grant Date 2016-04-05
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Fujisawa, Jin
  • Anzai, Takashi
  • Yamazaki, Kyoko

Abstract

The present application facilitates reconstruction of a party after game over to avoid wastefulness in time required for party construction. Moreover, the present application aims at hastening reconstruction of the party to improve real thrill of the game. A game server executes the game. The game server includes a party storage for storing party information relating to the party. The party includes characters. A reached points storage stores, for each character, at least one point that the character has reached. An interface transmits, for a first character, display information that is operative to display to the first character the at least one point that the first character has reached. The display information is also operative to display to the first character the at least one point that each other character has reached and that the first character has also reached.

IPC Classes  ?

  • A63F 13/12 - involving interaction between a plurality of game devices, e.g. transmission or distribution systems
  • A63F 13/30 - Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers

98.

Scrolling screen apparatus, method for scrolling screen, and game apparatus

      
Application Number 13633401
Grant Number 08902185
Status In Force
Filing Date 2012-10-02
First Publication Date 2013-08-15
Grant Date 2014-12-02
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor
  • Tanzawa, Yuuichi
  • Miyata, Daisuke
  • Asao, Yoshimasa
  • Uchida, Tetsuro
  • Tomii, Kazuya

Abstract

[Problem] The present invention intends to provide a scrolling screen apparatus, a method for scrolling screen, and a game apparatus, which prevent from scrolling display screen by user's misoperation and scroll display screen with intuitive operation. [Method of solution] A control device 5 of the present invention scrolls the display screen by the amount of displacement corresponding to the displacement vector of each input coordinate, in a displacement scroll mode between the input of the touch coordinates and the input of the release coordinates to the coordinate input device 3 and, meanwhile the control device 5 scrolls the display screen by the amount of displacement corresponding to the scroll distance which is the sum total of the distances between the touch coordinates, each sampling coordinate and release coordinates read from the coordinate storage device 4, in an inertia scroll mode after the input of release coordinates. For example, the present invention scrolls the display screen by the amount of displacement corresponding to the sliding distance of the user's finger on the display.

IPC Classes  ?

  • G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
  • G09G 5/34 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators for rolling or scrolling
  • G06F 3/0485 - Scrolling or panning

99.

Game system

      
Application Number 13738203
Grant Number 08951126
Status In Force
Filing Date 2013-01-10
First Publication Date 2013-08-01
Grant Date 2015-02-10
Owner Kabushiki Kaisha Square Enix (Japan)
Inventor Yasue, Tai

Abstract

A game system is provided in which, when data is transmitted to a game apparatus of a receiver side, the influence which the transmitted data has on a game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased. The game apparatus includes a display in which a field map represents all or part of a game field in a plan view as seen from the above. A placement request icon is displayed on the display. When touching the placement request icon, a sub-character can be placed at a position where a main character is located. When a sub-character icon is selected and content of an event is determined, the sub-character is placed. When a communication connection with a different game apparatus is established, information related to the placed sub-character is transmitted.

IPC Classes  ?

  • 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

100.

Game apparatus

      
Application Number 13688506
Grant Number 09700800
Status In Force
Filing Date 2012-11-29
First Publication Date 2013-07-18
Grant Date 2017-07-11
Owner KABUSHIKI KAISHA SQUARE ENIX (Japan)
Inventor
  • Tokita, Takashi
  • Soken, Masayoshi

Abstract

A game apparatus is provided which has a convenience where another function such as photo taking by a camera can be used while playing a game by causing a game program and another application program to work together and which increases interest of the game by relating a result of execution of the application program to the contents of the game. When a camera icon displayed on a display section is selected by an operation of a touch panel, an application for controlling a camera function launches, and an image can be captured at an arbitrary timing. The captured image is converted according to a predetermined condition. The converted image is displayed on a display screen and image data is stored in a flash memory.

IPC Classes  ?

  • A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
  • A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
  • A63F 13/77 - 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
  • H04M 1/725 - Cordless telephones
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