A game system (1000) controls the execution of a game that a player enjoys by operating a player character, and comprises: an operation individuality information generation unit that generates, for each player, operation individuality information on the basis of information about an operation of a player character by the player; and an automatic control unit that automatically controls a given character to be controlled, on the basis of the operation individuality information of a plurality of selected players.
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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
2.
ENTERTAINMENT SYSTEM, INFORMATION PROCESSING DEVICE, AND VIDEO PROVISION METHOD
This entertainment system provides a video which is highly satisfying to a user on the basis of learning information related to a video. In the entertainment system, at least one virtual camera is disposed in a virtual space. A video seen from the virtual camera is generated. The learning information related to a video includes evaluation information related to the video, and a video is generated on the basis of the learning information. In the entertainment system, the learning information related to a video includes the evaluation information related to the video. Since the entertainment system generates a video on the basis of the learning information, it is possible to provide a video which is highly satisfying to a user.
A63F 13/525 - Changing parameters of virtual cameras
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
G06T 19/00 - Manipulating 3D models or images for computer graphics
3.
GAME SERVER SYSTEM, GAME EXECUTION METHOD, GAME PROVISION METHOD, DISTRIBUTION MANAGEMENT SYSTEM, DISTRIBUTION MANAGEMENT METHOD, INFORMATION PROVISION METHOD, AND GAME MANAGEMENT METHOD
Provided are a game server system and the like with which it is possible to increase motivation for actively implementing an NFT for a game medium, and to enhance amusement of a game on the basis thereof. A game server device 10 is configured to: set a game medium being used in a game as a character for non-fungible implementation at a given timing during the game; execute setting registration processing for executing NFT implementation with respect to the character set for non-fungible implementation; and, when the game medium being used is set and registered as the character for non-fungible implementation, executes change processing for changing at least one of the contents of character-related information defined for the character for non-fungible implementation and the specifications of the game in which the character for non-fungible implementation is being used.
Provided is a game system which can suitably control the behavior of a second character even when a new behavior of a first character, which is different from the behavior learned in the past, is detected in a match-up game in which training data obtained by learning the behavior of the first character and relevant information related to the behavior is used to control the behavior of the second character. When an unlearned behavior of the first character and relevant information about the behavior are detected, the game system searches for relevant information, for which the degree of the coincidence with the relevant information related to the detected unlearned behavior of the first character is high, in the relevant information related to the learned behavior of the first character. The game system controls the behavior of the second character on the basis of the relevant information searched 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
Provided are a game system and the like that enable efficient learning in a match game in which trained learning data is used to control actions of a second character on the basis of actions of a first character and related information related to the actions. The game system learns the actions of the first character and the related information related to the actions. At least one of a combination of a plurality of items which constitute the related information, a learning frequency, and respective weights of the plurality of items which constitute the related information is set, on the basis of information pertaining to a player, before the learning.
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 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
When a server system detects that a first player character and a second player character have entered a given involved situation in a common game space, the server system performs gameplay control to a player terminal of the first player character and a player terminal of the second player character according to gameplay specs of each of the player terminals in the involved situation. As the gameplay control, the server system generates a special game space including an object model of a grade appropriate for implementing a play experience as pleasant as possible with the highest possible quality allowed by the gameplay specs, and generates and displays a game space image and a gameplay image in the special game space.
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
The present invention can provide a game system and the like that improves the interest of the game in playing a plurality of people by adjusting difficulty of a game with maintaining game enjoyment based on the timing of operation inputs, and providing the production for livening up a battle performed by a plurality of players. The game system S of the present embodiment performs an evaluation process of an evaluation for each player based on an operation input timing and a given relationship between a mark object for determining operation input timing and an operation timing object; moves, in a second direction that is a direction opposite to the first direction, the corresponding operating-system object formation area in accordance with the evaluation of the evaluation process; and set at least a part of the operating-system object formation area to the non-display range.
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 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
A63F 13/843 - Special adaptations for executing a specific game genre or game mode involving concurrently two or more players on the same game device, e.g. requiring the use of a plurality of controllers or of a specific view of game data for each player
8.
CHARACTER MANAGEMENT SYSTEM, CHARACTER MANAGEMENT METHOD, AND CHARACTER INFORMATION PROVISION METHOD
Provided is a character modification system or the like with which it is possible to generate a character that accurately reflects a user's preferences while eliminating the complexity of character creation. A server device 10 has a configuration for executing a constituent element determination process, in which a constituent element to be changed is determined among constituent elements of a base character on the basis of player-related information already stored or player input information inputted by the player, and a modified character creation process, in which a modified character obtained by modifying the constituent element of the base character is generated on the basis of the determined constituent element. The server device 10 has a configuration capable of using the base character to generate a character that can be used in games and the like and that accurately reflects the user's preferences while eliminating the complexity of character creation.
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
9.
ENTERTAINMENT SYSTEM, PROGRAM, SERVER, AND DISPLAY CONTROL METHOD
Provided is an entertainment system or the like that expands the range of conversation expressions between player characters and makes it possible to enjoy natural conversations. This entertainment system includes a display control unit that displays a character of a first player and a character of a second player on a display unit in association with chat input, and an analysis unit that analyzes information inputted in chat by the first player or the second player. The display control unit controls the display of a cut-in image including the character of the first player and/or the character of the second player on the basis of the result of the analysis performed by the analysis unit.
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
10.
GAME SYSTEM, SERVER SYSTEM, METHOD OF PERFORMING A GAME AND METHOD OF PROVIDING INFORMATION ON A GAME
The game system is configured to perform: a stop-playing process to stop-playing the game during playing the game; a game status identification process to identify a game status at the stop-playing by the stop-playing process; a task setting process to set, as a task of the game, the identified task by performing the task identification process to identify the task information corresponding to an identified game status from among the task information stored; and a task presentation process to present, to player, as a new task of the task setting target game which is stopping-playing at the stop-playing timing.
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 13/497 - Partially or entirely replaying previous game actions
A63F 13/493 - Resuming a game, e.g. after pausing, malfunction or power failure
11.
GAME SYSTEM, SERVER SYSTEM, METHOD OF PERFORMING A GAME AND METHOD OF PROVIDING INFORMATION ON A GAME
The game system is configured: to interrupt the replay process of the replay target game when a given input operation is received from the player during the replay process; to set the switching timing to start the replay target game instruction control process of the game when performing the replay process in response to the player's input operation; to perform the setting determination process to identify the game status of the replay target game at the switching timing and to determine a given setting of the game when starting the replay target game instruction control process from the switching timing based on identified the game status; and to perform the retry game based on the settings determined by the settings determination process and the received player's input operation.
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 13/497 - Partially or entirely replaying previous game actions
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
12.
COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND CONTROL METHOD
A virtual space control system (1000) for controlling a plurality of virtual spaces in parallel which are set to a common worldview, and in each of which a plurality of users can participate, wherein an integrated server system (1100P) determines on the basis of the condition of each of the virtual spaces a destination virtual space to which given special control is applied, and transmits a change indication to a game server system (1100G), in which the content of integrated control is described. The game server system (1100G) applies special control to the destination virtual space.
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
13.
COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND VIRTUAL SPACE CONTROL METHOD
A virtual space control system (1000) sets a virtual space (13) within a first virtual space (11), and expresses an embodied space (14) in which a second virtual space (12) is embodied in the virtual space (13). Virtual objects (15) which embody embodiment target objects within the second virtual space are arranged within the virtual space (13). The arrangement configuration of the virtual objects (15) in the first virtual space (11) matches an arrangement configuration, in the second virtual space (12), of the embodiment target objects associated therewith. A captured image (18) serving as the basis for embodiment images (17) which are texture-mapped to the virtual objects (15) is generated by a slave server system (1100G). The embodiment images (17) are created by implementing, on the captured image (18), processing to reduce the computation amount.
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/55 - Controlling game characters or game objects based on the game progress
14.
COMPUTER SYSTEM, VIRTUAL SPACE CONTROL SYSTEM, AND VIRTUAL SPACE CONTROL METHOD
The present invention performs parallel control on a plurality of virtual spaces in which a common world view is set and in which a participating virtual space can be changed for each user, manages occurrence events that occur or potentially occur in each of the virtual spaces, and manages a participation record of a target user to a first virtual space. The present invention further manages a restriction that is imposed on participation to a virtual space other than the first virtual space by the target user and that is based on (a) whether a first occurrence event that is an occurrence event in the first virtual space is the same as or different from an occurrence event in a virtual space other than the first virtual space, and (b) a participation record of the target user to the first virtual space.
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/45 - Controlling the progress of the video game
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
15.
COMPUTER SYSTEM, CYBER SPACE CONTROL SYSTEM, AND MANAGEMENT METHOD
A portal server system (1100P) manages a plurality of cyber spaces that permit participation of users. The cyber spaces are each associated with a participation prohibition condition including at least a condition that participation exceeding a given permitted number of participants is prohibited. Further, the portal server system (1100P) comprises: a participation permission determination unit (215) that determines whether or not to permit a user to participate in a cyber space on the basis of the participation prohibition condition associated with the cyber space; and a participation permission status setting unit (221) that, when a given specific user participating in a first cyber space among the cyber spaces exits the first cyber space, sets for the specific user a participation permission status indicating that the participation permission determination unit (215) permits participation in the first cyber space.
G06F 15/00 - Digital computers in generalData processing equipment in general
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
16.
DISTRIBUTION MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND DISTRIBUTION MANAGEMENT METHOD
A distribution management server device 30 has a configuration for executing: a transfer detection process for managing use license information for a created work inherent in a customized item and user information about a user who uses each customized item, and, as a transfer-related process, for detecting a transfer of use rights for using the customized item from a user desiring to make a transfer to a transfer destination user; a value specification process for specifying a value relating to the created work inherent in the customized item when the use rights are transferred; and a use license information updating process for, if the transfer of the use rights from the user desiring to make the transfer to the transfer destination user has been detected, updating the use license information and the user information with regard to the customized item that is the subject of the transfer.
A63F 13/33 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers using wide area network [WAN] connections
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/85 - Providing additional services to players
17.
INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND NON-TRANSITORY TANGIBLE COMPUTER-READABLE MEDIUM
An information processing system having a processing circuitry that determines whether a predetermined start condition including consumption of a predetermined game medium is met, automatically realizes a predetermined advancement of a game part with a first attribute associated with one user when it is determined that the predetermined start condition is met, determines a setting value of a first parameter based on a consumed amount of the predetermined game medium or a consumed type of the predetermined game medium, the first parameter being related to advancement of the game part with the first attribute, starts to count the first parameter to be updated toward the determined setting value of the first parameter, when it is determined that the predetermined start condition is met, and allows a termination result of the predetermined advancement to be output, when an updated counting value of the first parameter meets a predetermined output condition, the termination result of the predetermined advancement being determined based on the updated counting value of the first parameter or on the setting value of the first parameter as determined.
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
18.
COMPUTER SYSTEM, GAME SYSTEM, AND GAME PROGRESS CONTROL METHOD
A computer system determines that a player character is in a preparatory state for executing an external function (close-range attack) toward a target character (e.g., enemy character). Furthermore, the computer system determines that the player character satisfies an executable condition that enables execution of the external function. When the player character satisfies the executable condition, the computer system causes the player character to execute the external function. Then, the computer system executes protection control for protecting the player character from another character while the player character is in the preparatory state.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/56 - Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
19.
COMPUTER SYSTEM, GAME SYSTEM, AND EXECUTION CONTROL METHOD
A computer system performs progress control of a game where a first team and a second team fight with each other in a game space including settings of a first team headquarters, a second team headquarters, and at least one intermediate base that either of the teams can alternately capture to use as a base. A game screen includes display of headquarters gauges whose gauge values increase or decrease in accordance with headquarters parameter values indicating conquered degrees of the first team headquarters and the second team headquarters. Capture difficulty of the intermediate base is adjusted based on the gauge values of the respective headquarters gauges of the first team and the second team.
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 13/67 - 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
20.
COMPUTER SYSTEM, GAME SYSTEM, PLAYER TERMINAL, AND PROVISION METHOD
A server system (1100), upon detecting that a first player character (4a) and a second player character (4b) have entered a given involvement situation in a shared game space (8), performs game play control, in involvement situation play, with respect to a player terminal (1500a) of the first player character (4a) and a player terminal (1500b) of the second player character (4b) in accordance with the respective game play specifications thereof. Performed as the game play control are: creation of a special game space (10) in which placed is an object model of a grade suitable for achieving a smooth playing experience of the highest possible quality under the game play specifications; and generation and display of game space images and game play images of the special game space (10).
A63F 13/42 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A game system and others enable a player to appropriately win a mission achievement reward etc. The game system includes: a group organizing unit which associates two or more players constituting a group with each other; a game option setting unit which sets, for each of the two or more players, a game option related to a shared mission; a game control unit which advances the game for each of the two or more players based on the set game option; a mission achievement determining unit which determines, based on gameplay data of the two or more players in the group, whether or not the shared mission has been achieved; and a reward determining unit which determines, based on an achievement status of the shared mission and a setting status of the game option, a reward to be associated with the two or more players.
A computer system controls a start of a gathering event that gathers a user character of a participating user at a given gathering place in a virtual space upon acceptance of a gathering request operation from a terminal of a directing user. The computer system controls a display of a map image displaying the gathering place in the virtual space in an identifiable display mode on the terminals of the directing user and the participating user. The computer system determines a success/failure of the gathering event using a position of the user character operated by the participating user. The computer system gives a given reward to the directing user and/or the participating user when the gathering event is determined to be a success in the event success/failure determination.
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 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
A63F 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/216 - 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 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
23.
Computer system and method for controlling generation of virtual model with applied joint structure
Model data of a virtual model imitating an object model is generated based on photographed data obtained by photographing the object model including a joint structure. A given applied joint structure is applied to the virtual model. The virtual model based on the model data is disposed in a given virtual space. Virtual model management data including the model data and data of the applied joint structure is stored in a predetermined storage section or is externally output as data for causing a joint of the virtual model to function.
A computer system performs, with a player operating a player character as a target player, an individual evaluation of gameplay of the target player for each stat item based on motion content or a motion result of the player character during a game. The computer system further performs an overall evaluation of each stat item based on a result of the individual evaluation of each stat item of each player. The computer system further controls comparison display of the result of the individual evaluation of each stat item of the target player and a result of the overall evaluation.
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 13/53 - 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
25.
COMPUTER SYSTEM, GAME SYSTEM, AND GAME MEDIUM CONTROL METHOD
A first-type game medium, a second-type game medium, and a third-type game medium are associated with a common character. The first-type game medium can be obtained by performing composition using a specific combination of game media. The second-type game medium cannot be obtained by composition of game media. A first specific material game medium and a second specific material game medium can be obtained by decomposing the first-type game medium. The first specific material game medium and the second specific material game medium can also be obtained by decomposing the second-type game medium. The third-type game medium can be obtained by performing composition using the specific combination of game media and the first specific material game medium or the second specific material game medium.
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 13/67 - 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
26.
COMPUTER SYSTEM, GAME SYSTEM, AND REPLACEMENT PLAY EXECUTION CONTROL METHOD
A computer system displays a game image (IM1) during replacement play by a second user and a notification of operation details based on an operation input by the second user on a game screen (W1) displayed on a first terminal of a first user. The notification is, for example, a command input by the second user.
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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
Provided is a game system, etc., with which the difficulty of a game can be adjusted, a production that enlivens competition among a plurality of players can be executed, and the enjoyment of the game in multiplayer play can be improved while gameplay based on the timing of operation input is maintained. The game system S according to the present embodiment is configured such that: on the basis of an operation input timing when a player's operation input is accepted and a given relationship between an operation input timing determination indicator object and an operation timing object at the operation input timing, an evaluation process for evaluating each player is executed; and, in accordance with the evaluation in the evaluation process, a corresponding operation-based object formation area is moved in a second direction that is opposite from a first direction in which the operation timing object moves, and at least part of the operation-based object formation area is set in a non-display range.
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
28.
GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This game system comprises: a game processing unit for performing a game process for playing of a competition game played by a plurality of competitors including a first competitor and a second competitor who is the opponent of the first competitor; a selection processing unit for performing a selection process for allowing the plurality of competitors to each select game play elements to be used in the competition game by the respective competitors; and a display processing unit for performing a process for displaying the competition game. If the first competitor carries out a change instruction on the basis of the capacity of the first competitor or a game play element, the selection processing unit performs a change process with prescribed settings for when the second competitor selects a game play element.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
29.
Game system, processing method, and information storage medium
A game system includes a processor, the processor being configured to perform a reception process of receiving an operation input by a player; a virtual space setting process of setting a virtual space in which at least one character is disposed; a virtual camera setting process of setting a plurality of virtual cameras; a character process of setting parts constituting the at least one character based on the operation input; and a display process of generating a plurality of character images, which are images of the at least one character viewed from the plurality of virtual cameras, and displaying a character-creation image in which the plurality of character images are arranged on a display section. In the display process, when the setting process of setting the parts is performed, the processor performs a process of displaying the character-creation image on which the result of the setting process is reflected.
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 13/525 - Changing parameters of virtual cameras
A63F 13/537 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
30.
GAME SYSTEM, SERVER SYSTEM, GAME EXECUTION METHOD, AND METHOD FOR PROVIDING INFORMATION ABOUT GAME
This game system S has a configuration which interrupts a replay process when a given operation input by a player is received during the replay process, and sets a switch timing for starting the execution of a game-to-be-replayed operation control process for the game during replay in response to the operation input by the player. In addition, the game system S has a configuration which: specifies a game situation at the switch timing; executes, on the basis of the specified game situation, a setting content determination process for determining given setting content on the game when the game-to-be-replayed operation control process starts from the switch timing; and executes, from a switch timing T2, the game-to-be-replayed operation control process as a retry game G2 on the basis of the setting content determined by the setting content determination process and the received operation input of the player.
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
31.
GAME SYSTEM, SERVER SYSTEM, METHOD FOR EXECUTING GAME, AND METHOD FOR PROVIDING INFORMATION RELATING TO GAME
Provided is a game system with which it is possible to make a game more interesting for all players and to easily execute an exercise for improving the controlling ability of each player. This game system S executes: a progress stopping process in which the progress of a game is stopped during progress of the game; a game status identification process in which, for example, a game status at a time when the progress of the game was stopped by the progress stopping process is identified; and a challenge setting process in which, by execution of a challenge identification process for identifying challenge information corresponding to the identified game status from among stored challenge information, the identified challenge is set as a challenge for the game. The game system S has a feature of executing a challenge presentation process for presenting said identified challenge to a player as a new challenge for a game for which a challenge is to be set, said game having been stopped due to a stop time.
A63F 13/49 - Saving the game statusPausing or ending the game
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
This computer system controls the progress of a game in which a first team battles against a second team in a game space in which a first team army headquarter, a second team army headquarter, and an intermediate stronghold (14) which can be conquered by either team and become usable as a stronghold by being conquered are set. Army headquarter gauges (20a, 20b) the gauge values of which increase and decrease according to army headquarter parameter values indicating the respective degrees to which the first team army headquarter and second team army headquarter are captured are displayed on the game screen. The difficulty level for conquering the intermediate stronghold (14) is adjusted on the basis of the gauge values of the respective army headquarter gauges (20a, 20b) for the first team and second team.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/67 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
33.
COMPUTER SYSTEM, GAME SYSTEM, PROGRESS CONTROL METHOD, AND STORAGE MEDIUM
This computer system determines that a player character (4) is in a preliminary state for fulfilling an outward function (close-range attack) with respect to a target character (e.g., enemy character (6)). The computer system further determines that said player character (4) satisfies an invocation-enabling condition under which the outward function can be invoked. When the invocation-enabling condition is satisfied, the player character (4) is caused to invoke the outward function. Furthermore, while being in the preliminary state, defense control is executed to defend the player character (4) from other characters.
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
34.
ENTERTAINMENT SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This entertainment system includes: a recognition processing unit that performs recognition processing of a recognition display item; a content processing unit that, on the basis of the result of the recognition processing, performs processing to cause a user to visually recognize content in which second content displayed by a display unit of a terminal device has been added to first content displayed by a display device; and a reception unit. The content processing unit performs processing to display an input display item on the display unit of the terminal device, and the reception unit receives a user response input with regard to the input display item. The content processing unit causes the first content of the display device or the second content of the terminal device to change in accordance with the user response input with regard to the input display item.
G06T 19/00 - Manipulating 3D models or images for computer graphics
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
35.
Game system, processing method, and information storage medium
The game system includes a processor including hardware. The processor performs a reception process of receiving coordinates of a touching operation in a touch screen as touching operation coordinates when the touching operation is performed by a player with respect to the touch screen; a virtual touch area process of associating the touching operation coordinates in the virtual touch area set in the touch screen as an area smaller than the touch screen with mapping coordinates on the touch screen; when the touching operation is performed with respect to the virtual touch area, an input process of setting the mapping coordinates as input coordinates, assuming that the touching operation is performed with respect to the mapping coordinates associated with the touching operation coordinates in the virtual touch area in which the touching operation is performed; and a game process based on the input coordinates.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
A63F 13/49 - Saving the game statusPausing or ending the game
G06F 3/04886 - 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 by partitioning the display area of the touch-screen or the surface of the digitising tablet into independently controllable areas, e.g. virtual keyboards or menus
A first type of game medium (11), a second type of game medium (12), and a third type of game medium (13) are associated with a common character (10). The first type of game medium (11) is obtained by performing a synthesis using a specific combination of game media. The second type of game medium (12) is unobtainable through a synthesis of game media. A first specific material game medium (21) and a second specific material game medium (22) can be obtained by disassembing the first type of game medium (11) and the second type of game medium (12), respectively. The third type of game medium (13) can be obtained through a synthesis using the specific combination of game media and the first specific material game medium (21) or the second specific material game medium (22).
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A server system (1100) is provided with: a gathering event start control unit (233) that accepts a gathering request operation from a terminal of an instructing player and controls the start of a gathering event in which a player character of a participating player is caused to gather in a prescribed gathering place in a game space; a game image display control unit (240) that controls, with respect to the terminals of the instructing player and the participating player, the display of a game image in which the gathering place in the game space is displayed in a display mode in which the gathering place can be identified; an event success/failure determination unit (251) that performs an event success/failure determination for the gathering event by using the position of the player character operated by the participating player; and a privilege imparting unit (253) that gives a prescribed privilege to the instructing player and/or the participating player when the event is determined to be successful in the event success/failure determination.
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
Model data for a virtual model that imitates a subject model having a joint structure is generated on the basis of photographic data obtained by photographing the subject model. A given application joint structure is applied to the virtual model. The virtual model based on the model data is positioned in a given virtual space. As data for operating the joints of the virtual model, virtual model management data including the model data and data about the application joint structure are stored in a prescribed storage unit or outputted externally.
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A63F 13/655 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition by importing photos, e.g. of the player
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G06T 13/40 - 3D [Three Dimensional] animation of characters, e.g. humans, animals or virtual beings
A computer system gives an object to a player who has satisfied a given game condition in a game in which a plurality of players participate. The computer system gives a given prize to an owner player having the object when the owner player has satisfied a given prize giving condition. In the case where an owner player lost in a competition between the owner player and another player, the computer system confiscates an object from the owner player, thereby turning the owner player to a non-owner player, and turning another player to a new owner 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 13/85 - Providing additional services to players
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A computer system detects occurrence of an action exchange in which one of a player character and an opponent character performs a first action and another one of the player character and the opponent character performs a second action to mutually exchange the actions. Based on a first stiff time related to the first action, a second stiff time related to the second action, and a time difference between the first stiff time and the second stiff time, when a stiff time (hereinafter referred to as an “own stiff time”) related to an action performed by the player character is shorter than a stiff time related to an action performed by the opponent character, the computer system presents a player controlling the player character with a recommended candidate action recommended to be performed after an end of the own stiff time.
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 13/833 - Hand-to-hand fighting, e.g. martial arts competition
According to the present invention, a server system (1100) comprises: an individual evaluation unit (233) which individually evaluates a game play of a target player by taking a player of a player character as the target player with respect to each stat item on the basis of operation contents or operation results of the player character during a game; a global evaluation unit (235) which performs global evaluation for each stat item on the basis of the individual evaluation for each stat item, which is evaluated by the individual evaluation unit (233) with respect to each player; and a global comparison display control unit (237) which performs control for comparing the individual evaluation and the global evaluation for each stat item of the target player and displaying the comparison result.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
A server system (1100) that controls the execution of prescribed interference actions by an interfering player toward an interfered-with player among players of a prescribed game. The server system (1100) comprises a server storage unit (500s) that stores play data for each player that has played the game, an analysis unit (233) that analyzes multiple instances of the gameplay of the interfered-with player and determines issues with the gameplay of the interfered-with player, and a selection unit (240) that selects an interference player capable of gameplay that deals with the issues determined by the analysis unit (233).
A63F 13/49 - Saving the game statusPausing or ending the game
A63F 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
43.
COMPUTER SYSTEM, GAME SYSTEM, PROXY PLAY EXECUTION/CONTROL METHOD, AND PROGRAM
In the present invention, the following are displayed on a game screen (W1) which is displayed on a first terminal of a first user: game images (IM1) of proxy play by a second user; and a notification for instructing operation content based on an operation input by the second user. The notification is, for example, a command (20) operationally input by the second user.
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
Provided is a game system, etc., with which a player can appropriately obtain a mission achievement reward or the like. The game system comprises: a group formation unit that associates a plurality of players constituting a group; a game options setting unit that sets, for each player, game options relating to a shared mission; a game control unit that advances the game for each player on the basis of the game options that were set; a mission achievement assessment unit that assesses, on the basis of game play data for the players constituting the group, whether the shared mission has been achieved; and a reward determination unit that determines, on the basis of the achievement status of the shared mission and the setting status of the game options, a reward to be associated with a player.
A63F 13/45 - Controlling the progress of the video game
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
45.
GAME SYSTEM, SERVER SYSTEM, AND GAME PROVISION METHOD
Provided is a game system, etc., in which it is possible to encourage a player to combine multiple items and to further promote the acquisition of items. The game system determines whether or not to give a benefit to a first item according to a determination condition. When it has been determined that the benefit will be given to the first item, the benefit is given to the first item. When it has been determined that the benefit will not be given to the first item, the determination condition is changed so that it becomes difficult for the benefit to be given.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A server system includes a server storage section that stores match information including types of characters used in a match and a match result of the match for each match. The server system also includes a general value calculation section that calculates a general compatibility value between characters for each combination of characters based on the match information, an individual value calculation section that calculates an individual compatibility value between characters based on the match information on each match performed by an analysis target player, and a comparison display control section that performs a control of a list comparison display that compares the general compatibility value and the individual compatibility value of a same combination of characters.
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 finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
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
47.
GAME SYSTEM, SERVER SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This game system includes: a related player list storage unit (170) for storing a related player list in which related players of a player are associated with each game; a common related player list storage unit (172) for storing a common related player list in which the related players and play history information of games of the related players are associated with each player; and a processing unit (100). The processing unit (100) performs update processing with respect to a location to be updated, in the common related player list, if a player performs an operation to cause the play history information in the common related player list to be updated. Further, processing is performed to refer to the play history information of the related players associated with the players in the common related player list, and either display processing or list processing based on the reference result is performed.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
48.
Server system, game system, and game execution method
A server is configured to detect an option element of an advantage option for an option set player and customize a specification of the advantage option that has been set or to be set in the future, based on the option element thus detected, to increase the attractiveness of the advantage option so that the player will be more motivated to actively acquire the advantage option.
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 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/533 - 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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/798 - 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
The present invention relates to a game in which a moving body travels and races along a course in a virtual space, and the objective of the present invention is to provide a game system and the like capable of appropriately reproducing a situation in which the moving body leaves the course. This game system includes a moving body information management unit for managing moving body information relating to the speed of the moving body and the stability of the moving body, a course sector information management unit for managing course sector information relating to the shape of each of a plurality of course sectors constituting the course, a control unit for controlling the movement of the moving body in the virtual space on the basis of the moving body information and the course sector information, and a determining unit for determining, each time the moving body passes through a course sector, whether the moving body is to leave the course, on the basis of the stability of the moving body and a centrifugal force calculated on the basis of the speed of the moving body and the shape of the course sector, wherein the control unit causes the moving body to leave the course if the determining unit has determined that the moving body is to leave the course.
A computer system according to the present invention detects the generation of an action exchange in which a player character and an opponent character exchange actions by one character performing a first action and the other character performing a second action. On the basis of a first recovery time based on the first action, a second recovery time based on the second action, and the time difference between the first recovery time and the second recovery time, a recommended candidate action that is recommended to be performed after the recovery time (hereinafter, "player recovery time") for the action performed by the player character has elapsed is presented to the player if the player recovery time is shorter than the recovery time for the action performed by the opponent character.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between game servers
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
51.
Computer system, server system, game system, and method for game execution control
A server system controls execution of a game where a plurality of characters including a player character operated by at least one player move in a game space. In the server system, a first movement control section performs a control to provide a predetermined identification display on the track of movement of the first character. A second movement control section changes a display mode of the identification display when a second character that is the same as the first character or is different from the first character has moved through a position with the identification display in an overlapping manner.
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
A server executes various controls for teams, each of which has at least one player, to have a matchup with each other, and manages each team, including change of a team during the game, record of each team, players and a number of players belonging to each team, and duration of a team. Further, the server determines, during the matchup game, whether a team item acquisition condition is satisfied based on the record of each player who belongs to the team and the like, and allows the team that satisfies the team item acquisition condition to acquire a team item which provides an advantageous effect in the 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
In the case where a combination instruction to combine a lower-ranked first game card in which a specific ability parameter is specified with a higher-ranked second game card is received, a sever executes determination processing of determining whether the first game card meets a given combination condition and, in the case where it is determined that the first game card meets the combination condition, the sever executes, as combination processing, specific ability addition processing of adding the specific ability parameter specified in the first game card to the second game card.
Provided is a technology in which, even when role information has changed during execution of a game, the transmission/reception of information between players is appropriately controlled in accordance with the change in the role information. When role information has changed, this game system controls the transmission/reception of information between players on the basis of the changed role information.
A63F 13/45 - Controlling the progress of the video game
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/75 - Enforcing rules, e.g. detecting foul play or generating lists of cheating players
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
55.
EXERCISE MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND EXERCISE MANAGEMENT METHOD
This exercise management system comprises: a memory unit (170) which stores a user's personal information; a processing unit (100) which determines the content of resistance exercises and the content of aerobic exercises on the basis of the user's personal information; and an acquisition unit (communication unit 192) which acquires motion information indicating the user's motions performed when an exercise instruction is given in accordance with the content of resistance exercises, and vital information indicating vital aspects of the user achieved when an exercise instruction is given in accordance with the content of aerobic exercises. On the basis of the motion information and the vital information, the processing unit (100) performs processing for presenting result information of the resistance exercises and the aerobic exercises executed by the user on a terminal device (TMA) of the user or another terminal device (TMB).
A63B 71/06 - Indicating or scoring devices for games or players
G16H 20/30 - ICT specially adapted for therapies or health-improving plans, e.g. for handling prescriptions, for steering therapy or for monitoring patient compliance relating to physical therapies or activities, e.g. physiotherapy, acupressure or exercising
A61B 5/00 - Measuring for diagnostic purposes Identification of persons
A61B 5/11 - Measuring movement of the entire body or parts thereof, e.g. head or hand tremor or mobility of a limb
A61B 5/145 - Measuring characteristics of blood in vivo, e.g. gas concentration or pH-value
A61B 5/22 - ErgometryMeasuring muscular strength or the force of a muscular blow
56.
EXERCISE MANAGEMENT SYSTEM, SERVER SYSTEM, TERMINAL DEVICE, AND EXERCISE MANAGEMENT METHOD
This exercise management system comprises: a storage unit (170) which stores personal user information; a processing unit (100) which executes game processes including a process for executing a first game associated with exercise and a process for executing a second game not associated with exercise; and an acquisition unit (communication unit 196) which acquires detection information which is the result of a detection of a user state of a user exercising in response to an exercise command to the user in the first game. The processing unit (100) carries out the game process for executing the first game on the basis of execution result information representing the result of execution of exercise, sets a given rest period after executing the first game, and permits execution of the second game but does not permit execution of the first game during the rest period.
A63B 69/00 - Training appliances or apparatus for special sports
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/45 - Controlling the progress of the video game
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A server in conjunction with a terminal device detects a status of a non-time element differing from a time element among game elements; executes area setting processing for setting a game field to a first game area and a second game area that differs from the first game area in accordance with the detected status of the non-time element; executes, at least when the second game area has been set by the area setting processing, constraint setting processing of setting a given constraint in the game on a player character belonging to the second game area; and providing the terminal device with information for controlling a player character on which the given constraint in the game has been imposed as a player character belonging to the second game area and controlling a player character belonging to the first game area without imposing the given constraint in the game.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
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
58.
GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This game system comprises: an acceptance unit which accepts an operation input by a player; a virtual space setting unit for setting a virtual space in which at least one character is positioned; a virtual camera setting unit for setting a plurality of virtual cameras; a character processing unit for setting parts constituting the at least one character on the basis of the operation input by the player; and a display processing unit for generating a plurality of character images, which are images of the at least one character seen in the virtual space from the plurality of virtual cameras, and displaying a character-creation image in which the plurality of character images are arranged on a display unit. When parts have been set, the display processing unit displays a character-creation image reflecting the results of the settings on the display unit.
A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
A63F 13/5255 - Changing parameters of virtual cameras according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
A63F 13/63 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by the player, e.g. authoring using a level editor
A server system includes a game start control section configured to perform a game start control including setting a game space for each player as an initial state and allowing the player to start gameplay in the game space, an opponent space status display control section configured to perform a control for displaying status of at least one game space other than the game space being used by the player himself/herself for performing the gameplay on a computer device of each player, and a transfer control section configured to transfer an executing player satisfying a given transfer execution condition from the game space being used by the executing player for performing the gameplay to another game space.
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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
60.
GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This game system includes: a game processing unit; an issuance processing unit for performing issuance processing of a benefit-granting ticket which another player can use at such times as during acquisition of a game item, on the basis of a game state of a player; a ticket processing unit for performing reception processing of input of information of the benefit-granting ticket by the other player, or transfer processing of the benefit-granting ticket from the player to the other player; and a benefit processing unit for performing processing for granting a benefit based on the benefit-granting ticket to at least one of the other player and the player when the other player uses a benefit-granting ticket when acquiring an item or receiving provision of a service. The issuance processing unit performs at least one of processing for estimating a condition for issuing a benefit-granting ticket and processing for determining the content of a benefit-granting ticket on the basis of the game state of the player.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/85 - Providing additional services to players
A game system reduces a compensation parameter by a consumption amount set for a game medium and sets the medium to be useable, increases the parameter to up to an upper limit of a predetermined value when a predetermined increase condition is satisfied, stores a normal game medium in which the set consumption amount is equal to or less than the value, and a special game medium in which the set consumption amount is more than the value in a storage unit as the medium in association with a player, reduces the parameter by a given reduction amount and increases an accumulated parameter in accordance with the reduction amount, and sets the special medium to be useable by reducing the compensation and/or accumulated parameters so that a sum of reduction amounts of the compensation and accumulated parameters together is equal to the consumption amount set for the special medium.
A63F 13/352 - Details of game servers involving special game server arrangements, e.g. regional servers connected to a national server or a plurality of servers managing partitions of the game world
A63F 13/50 - Controlling the output signals based on the game progress
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/77 - 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
62.
Simulation system, processing method, and information storage medium
A simulation system including a processor, the processor performs an information acquisition process acquiring real space information obtainable by a recognition process of a real space and user information; a virtual space generation process generating a virtual space corresponding to the real space based on the real space information; an object process that sets a reference point in the virtual space based on the user information and the real space information, and disposes an object of a character in the virtual space based on the reference point; and a display process displaying an image including an image of the character. The object process sets a hit volume based on a position of a user moving body in the virtual space, and performs a process with respect to the character in accordance with a positional relationship between the hit volume and the character when the user performs a given input.
G06T 19/00 - Manipulating 3D models or images for computer graphics
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 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A computer device determines operation inputs one by one when a reference operation requesting successive inputs is presented. The computer device recognizes an inheritance condition is satisfied when a change in acceleration measured by an inertial sensor of a game controller appears at successive vertical movement of the controller. When recognizing that the inheritance condition is satisfied, the computer device can reduce a process load by limiting operation input determination to determination based on a change in acceleration. In addition, when recognizing that the inheritance condition is satisfied, the computer device can further reduce a process load by simplifying the process of type discrimination of the operation input through inheritance of the previous discrimination result.
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/22 - Setup operations, e.g. calibration, key configuration or button assignment
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A computer device evaluates an input timing at which a player performed an operation input. The player holds a controller containing sensors for measuring acceleration and angular speed and performs a motion of shaking and stopping the controller. The computer device is communicably connected to the sensors. The computer device determines the input timing by detecting a peak of a measurement value that appears immediately before the stop of the motion. Then, the computer device performs the evaluation based on a difference between the determined input timing and a reference timing.
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/44 - 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 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
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 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
65.
Game system and method of providing information related to match-up game
A game system that is a server or the like is configured to repetitively determine, during a match-up game, for each set determination period, participation continuation in the match-up game with respect to each player character according to a determination criterion which is based on acquisition of a specific item set in advance, and when it is determined that the player character does not satisfy the determination criterion at an end timing or before the end timing of the determination period, execute participation-limiting processing for limiting participation by the player character concerned in the match-up game such as loss management that involves causing the player character to suffer a loss from the match-up game in which the player character is participating.
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 13/798 - 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
66.
Server system and play data community system for modified reproduction play
A server system reproduces a past gameplay based on original data in a virtual three-dimensional space and displays the scenes of the gameplay on a user terminal of a live commentary user. Along with this, the server system causes a live commentary object having not existed in the original gameplay to appear in the virtual three-dimensional space in accordance with a live commentary addition operation by the live commentary user, and adds an additional virtual camera (additional camera CM1) to the virtual three-dimensional space to modify the reproduction play of the original gameplay. The server system generates modified reproduction data capable of reproducing a modified reproduction play and manages the modified reproduction data in association with the original data.
A server determines, for each player, whether or not a sanction as a sanction target player is to be imposed based on a state or an action of an operation target player character of the player concerned. When it is determined that the sanction is to be imposed, sanction control processing is executed that provides a terminal owned by a player who differs from the sanction target player with player-related information of the sanction target player as the sanction.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A server sets a game field to a first game area and a second game area in accordance with a progress status of a game, executes display mode control processing of controlling display modes of a first player character who is present in the first game area and a second player character who is present in the second game area, generates image data which visualizes the inside of a virtual space as a game image, which includes a controlled display mode of each player character, and which is for providing a terminal with the game image, wherein in the display mode control processing, the server causes a terminal of a first player to display the second player character in a first display mode, and causes a terminal of a second player to display the first player character in a second display mode that differs from the first display mode.
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/40 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
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 13/2145 - 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 13/80 - Special adaptations for executing a specific game genre or game mode
69.
GAME SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
This game system includes: an accepting unit which, if a touch operation is performed by a player with respect to a touch screen, accepts a coordinate on the touch screen at which the touch operation was performed, as a touch operation coordinate; a virtual touch region processing unit which maps the touch operation coordinate in a virtual touch region, set on the touch screen as a smaller region than the touch screen, to a mapping coordinate on the touch screen; an input processing unit which, if a touch operation is performed with respect to the virtual touch region, sets the mapping coordinate to an input coordinate, as if the touch operation had been performed with respect to the mapping coordinate mapped to the touch operation coordinate in the virtual touch region at which the touch operation was performed; and a game processing unit which performs game processing on the basis of the input coordinate.
A63F 13/2145 - Input arrangements for video game devices characterised by their sensors, purposes or types for locating contacts on a surface, e.g. floor mats or touch pads the surface being also a display device, e.g. touch screens
A63F 13/426 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
A63F 13/45 - Controlling the progress of the video game
G06F 3/041 - Digitisers, e.g. for touch screens or touch pads, characterised by the transducing means
G06F 3/0488 - Interaction techniques based on graphical user interfaces [GUI] using specific features provided by the input device, e.g. functions controlled by the rotation of a mouse with dual sensing arrangements, or of the nature of the input device, e.g. tap gestures based on pressure sensed by a digitiser using a touch-screen or digitiser, e.g. input of commands through traced gestures
70.
Game system and method of providing information related to match-up game
When a server executes control processing related to a matching match-up using player characters as matched player characters between matched players determined by matching processing, when interference from a matched player character to another matched player character occurs, the server executes parameter control processing with respect to the matched player character having been subjected to the interference in accordance with the interference and executes parameter control disabling processing of disabling control of a parameter value in accordance with the interference by a player character of an unmatched player to the matched player character.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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 13/5375 - 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
71.
Game system, processing method, and information storage medium
A game system includes a processor including hardware. The processor performs: a moving body process of moving a moving body in a map of a game space; a game process that is a process of a game where a user is allowed to gain containers arranged in the map while moving the moving body in the map; and a container process that is a process on the containers. In the container process, the processor performs processes of determining the number of the containers, the types of the containers, the positions of the containers, and items to be assigned to the containers according to given selection conditions.
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 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
72.
Simulation system, image processing method, and information storage medium
A simulation system includes a processor including hardware. The processor performs an information acquisition process of acquiring user information including at least one of position information, direction information, and posture information of a user, a virtual space setting process of setting a virtual space, a moving body process of moving a user character corresponding to the user in the virtual space, a game process that is a process for a game in the virtual space, and a display process of generating an image in the virtual space as a display image to be displayed for the user. In the game process, the processor determines whether the user has made an item acquisition motion based on the user information, and upon determination that the user has made the item acquisition motion, performs a process of causing the user character to acquire an item.
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/26 - 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 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
73.
Game system, method of providing a match-up game, and method of executing the match-up game
The server performs the ranking determination process for determining the ranking of each player based on the variable information stored in a given timing, the specific player specifying process specifying a player who satisfies a given condition for the determined ranking of each player as a specific player, and the information providing process for providing the player-related information of the specific player stored in a player information storage and identification information for identifying the specified player from other players, to the terminal device concerned, in association with each other.
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
A63F 13/798 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for assessing skills or for ranking players, e.g. for generating a hall of fame
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 13/5375 - 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 13/5378 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for displaying an additional top view, e.g. radar screens or maps
A storage object storing a non-playable character (NPC) is flown until a given flight end condition is satisfied based on a player's action operation. The stored NPC is caused to appear from the storage object satisfying the flight end condition. In addition, the NPC having appeared from the storage object is automatically controlled.
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
75.
Information storage media, game devices and servers
Provided is the game device which sets the designated object from among the objects arranged in the game space as an object in the holding state, performs control for arranging the object set in the holding state at the predetermined position in the game space, and/or displays information of the object set in the holding state at a predetermined position on the game image. When the predetermined condition is satisfied, the game device releases the holding state of the object set to be in the holding state by the holding controller and causes the object to perform the predetermined operation.
A63F 13/57 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
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 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
When a viewer executes a predetermined present operation, an item is selected from items that are possessed by the viewer, and is given to a player who is selected as a destination. Alternatively, an item that is purchased by the viewer is given to a player who is selected as a destination. When the player uses the presented item, a reward is given to the viewer who provided the present. This can make watching of gameplay images to be more attractive. Further, this allows the viewer to provide assistance more than cheering up to the player who performs the gameplay, and allows the viewer to feel a certain sense of unity with the player.
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 13/69 - 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 13/792 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for payment purposes, e.g. monthly subscriptions
A63F 13/87 - Communicating with other players during game play, e.g. by e-mail or chat
Among game elements, such as a character and an item, use status of a game element of a specific type or property (comprehensively “specific item”) is monitored. For example, the use status is monitored with respect to various monitoring parameters related to a transaction between users, a fusion, use in a game, or the like, of the game element. Then, when one or more of the monitoring parameters satisfy a predetermined adjustment support condition, an adjustment support control to increase a use quantity of the specific item of a monitoring target is performed. The use quantity of the specific item includes, for example, an available quantity of the specific item in the game or a total number of specific items that can be possessed and acquired by players.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection arrangements between 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
G07F 17/32 - Coin-freed apparatus for hiring articlesCoin-freed facilities or services for games, toys, sports, or amusements
78.
Computer system, viewer terminal, method for controlling live watching, and program
A server system to manage esports live distribution distributes, to a viewer terminal, data for displaying an image of gameplay by players on the viewer terminal, and situation data. The situation data describes various situations, such as a viewer's watching situation, a game progress status, a player's operation situation, a reward generation situation, a posting situation of comments such as cheers, and an evaluation situation of players by viewers. In the viewer terminal, various types of situation data are compared with predetermined screen configuration change conditions, and when some of the conditions is satisfied, the present configuration of a watching screen is changed to a screen configuration associated with the satisfied condition to provide information for the viewer in such a manner as to facilitate understanding of a situation on each occasion.
A63F 13/30 - Interconnection arrangements between game servers and game devicesInterconnection arrangements between game devicesInterconnection 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 13/48 - Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
A63F 13/497 - Partially or entirely replaying previous game actions
A63F 13/95 - Storage media specially adapted for storing game information, e.g. video game cartridges
79.
Simulation system, processing method, and information storage medium
A simulation system includes a processor including hardware. The processor performs an information acquisition process of acquiring position information of a user wearing a head mounted display to cover his/her field of view; a virtual space setting process of setting a virtual space where a moving body corresponding to the user is arranged and set based on the acquired position information; a moving body process of moving the moving body in the virtual space based on the acquired position information; and a display process of generating a display image on the head mounted display. In the virtual space setting process, the processor sets the virtual space such that a first moving body group and a second moving body group are arranged and set in a common virtual field of the virtual space.
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A server device 10, in conjunction with a terminal device 20, is configured to: detect, during a game, the status of a non-temporal factor different from a temporal factor among game factors; depending on the detected status of the non-temporal factor, perform an area setting process for setting a game field to a first game area and a second game area different from the first game area; when at least the second game area has been set by the area setting process, perform a restriction setting process for setting a given gaming restriction on a player character belonging to the second game area; control the player character on which, as the player character belonging to the second game area, the given gaming restriction has been imposed; and provide the terminal device 20 with information for controlling a player character belonging to the first game area without imposing a given gaming restriction.
A63F 13/60 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
A simulation system includes a processor including hardware. The processor performs: a virtual space setting process of setting a virtual space in which a plurality of objects are arranged; a virtual camera control process of controlling a virtual camera corresponding to a point-of-view of a user wearing a head mounted display; and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image on the head mounted display. In the virtual space setting process, the processor arranges at least one information display object controlled to follow a change in the point-of-view of the user in the virtual space. In the display process, when the information display object and an object in the virtual space have entered into a given positional relationship, the processor performs a change process of a display mode of the information display object or the object.
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
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/25 - Output arrangements for video game devices
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/55 - Controlling game characters or game objects based on the game progress
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/26 - 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 13/428 - 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
82.
SIMULATION SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
A simulation system including: an information acquisition unit that acquires real space information obtained by recognizing a real space around a user and user information that includes information about the position of the user; a virtual-space-generation unit that generates a virtual space that corresponds to the real space on the basis of the real space information; an object-processing unit that sets a reference point in the virtual space on the basis of the user information and the real space information and arranges objects of a character in the virtual space on the basis of the reference point; and a display-processing unit that performs a process of displaying an image that includes an image of the character on a display unit. The object-processing unit sets a hit volume on the basis of the position of a moving user object in the virtual space that corresponds to the user and performs processing on a character in accordance with the positional relationship between the hit volume and the character when the user performed prescribed input.
G06T 19/00 - Manipulating 3D models or images for computer graphics
A63F 13/216 - Input arrangements for video game devices characterised by their sensors, purposes or types using geographical information, e.g. location of the game device or player using GPS
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/577 - Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
A63F 13/79 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
83.
Simulation system, processing method, and information storage medium for changing a display object in response to a movement of a field of view
A simulation system includes a processor including hardware. The processor performs: a virtual space setting process of setting a virtual space in which a plurality of objects are arranged; a virtual camera control process of controlling a virtual camera corresponding to a point-of-view of a user wearing a head mounted display; and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image on the head mounted display. In the virtual space setting process, the processor arranges at least one information display object in a line-of-sight direction of the user, and in the display process, when it is determined that a given change condition is satisfied by a change in the point-of-view of the user, the processor performs a change process of a display mode of the information display object.
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
A63F 13/25 - Output arrangements for video game devices
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 13/525 - Changing parameters of virtual cameras
G09G 5/00 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators
H04N 5/64 - Constructional details of receivers, e.g. cabinets or dust covers
G09G 5/02 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the way in which colour is displayed
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
G09G 5/377 - Details of the operation on graphic patterns for mixing or overlaying two or more graphic patterns
G09G 5/38 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory with means for controlling the display position
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
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 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
G09G 5/36 - Control arrangements or circuits for visual indicators common to cathode-ray tube indicators and other visual indicators characterised by the display of individual graphic patterns using a bit-mapped memory
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/5252 - Changing parameters of virtual cameras using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
G06F 3/0482 - Interaction with lists of selectable items, e.g. menus
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
G06T 19/00 - Manipulating 3D models or images for computer graphics
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
G09G 3/00 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
84.
Simulation system, processing method, and information storage medium
A simulation system includes a processor including hardware. The processor is configured to perform: acquiring tracking information for point-of-view information about a user wearing an HMD; moving a moving body, corresponding to the user, in a virtual space; controlling a virtual camera set as a first person point-of-view of the user; and generating an image as viewed from the virtual camera in the virtual space, as a display image on the HMD. The processor is configured to perform, in controlling the virtual camera, setting the virtual camera so that a position and/or an orientation of the virtual camera is changed based on the tracking information, but orientation change of the virtual camera corresponding to at least one of pitching and rolling is disabled or limited in a case where a traveling direction of the moving body changes.
G06F 3/147 - Digital output to display device using display panels
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/525 - Changing parameters of virtual cameras
A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
A63F 13/25 - Output arrangements for video game devices
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
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
G06T 19/00 - Manipulating 3D models or images for computer graphics
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 7/73 - Determining position or orientation of objects or cameras using feature-based methods
A63B 69/18 - Training appliances or apparatus for special sports for skiing
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63B 71/06 - Indicating or scoring devices for games or players
85.
Simulation system, process method, and information storage medium
A simulation system includes a processor including hardware. The processor is configured to perform an information acquiring process of acquiring position information about a user moving in a real space; a game process for a game played by the user; a virtual space setting process of setting a virtual space; a display process of generating, as a virtual space image, a display image in which an image of a user character corresponding to the user is displayed at a position in the virtual space corresponding to a position of the user in the real space; and a change process of changing, when a change condition is determined to be satisfied, at least one of the image of the user character corresponding to the user, an image of another user character corresponding to the other user, and an image of an disposed object.
A63F 13/65 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor automatically by game devices or servers from real world data, e.g. measurement in live racing competition
A63F 13/26 - 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 13/216 - 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
86.
Simulation system, processing method, and information storage medium
A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the HMD. In the display process, the processor performs a display process of changing, when a change in acceleration of the moving body or a change in a line-of-sight direction of the virtual camera is determined to have satisfied a given change condition, the display image on the HMD to an image different from the image as viewed from the virtual camera.
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G06F 3/0484 - Interaction techniques based on graphical user interfaces [GUI] for the control of specific functions or operations, e.g. selecting or manipulating an object, an image or a displayed text element, setting a parameter value or selecting a range
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/25 - Output arrangements for video game devices
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/5255 - 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 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
G06F 3/0481 - Interaction techniques based on graphical user interfaces [GUI] based on specific properties of the displayed interaction object or a metaphor-based environment, e.g. interaction with desktop elements like windows or icons, or assisted by a cursor's changing behaviour or appearance
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 7/73 - Determining position or orientation of objects or cameras using feature-based methods
A63B 69/18 - Training appliances or apparatus for special sports for skiing
A simulation system includes a processor including hardware. The processor performs a moving body process of performing a process of moving a moving body corresponding to a user wearing an HMD in a virtual space, a virtual camera control process of controlling a virtual camera moving in accordance with a movement of the moving body, and a display process of generating an image as viewed from the virtual camera in the virtual space as a display image of the head mounted display. The processor performs, in the display process, an image effect process for motion sickness prevention as a process of blurring, compared with a display object in a given distance range from the virtual camera, an image of a display object in a distance range farther than the given distance range to generate the display image.
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
A63F 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/5255 - 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 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/807 - Gliding or sliding on surfaces, e.g. using skis, skates or boards
A computer device evaluates the input timing at which a player has performed an operation input. The player holds in his or her hand a controller containing a sensor that measures acceleration and angular velocity, and performs an activation motion so as to shake and stop the controller. The computer device has a communication connection to a sensor. The computer device detects the peak of a measurement value occurring immediately before the motion stops, and determines the input timing. The evaluation is performed on the basis of the difference between the determined input timing and a reference timing.
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/5375 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
This computer device determines operation inputs one by one when a criterion operation for requesting continuous inputs is presented. The computer device recognizes that an inheritance condition is satisfied if an acceleration change measured by an inertial sensor of a game controller has exhibited a change that occurs when the controller continuously moves in the vertical direction. If the computer device recognized that the inheritance condition is satisfied, determination of the operation input is limited to a determination based on the acceleration change, thereby reducing the processing load. If the computer device recognized that the inheritance condition is satisfied, identification of the type of operation input is simplified to processing for inheriting the previous identification result, thereby further reducing the processing load.
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/814 - Musical performances, e.g. by evaluating the player's ability to follow a notation
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
91.
Operation input system, operation input device, and game system for adjusting force feedback control
A game system configured to change game control and change control of perceived vibration to be fed back to a player via a first controller and a second controller, between a mounted state in which the first controller and the second controller are mounted to a gaming console and an unmounted state in which the first controller and the second controller are detached from the gaming console.
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
A63F 13/23 - Input arrangements for video game devices for interfacing with the game device, e.g. specific interfaces between game controller and console
A63F 13/24 - Constructional details thereof, e.g. game controllers with detachable joystick handles
A63F 13/424 - 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 acoustic input signals, e.g. by using the results of pitch or rhythm extraction or voice recognition
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
A game system 1 is configured to detect a player's state (i.e., the position and the attitude of the player in the real space) that represents the state of the player P in the real space, perform an image generation process that generates a simulation image corresponding to the detected player's state, the simulation image being viewed from the player P and representing the simulation space that corresponds to the real space, the simulation image including a virtual moving path that is linked to a moving path R, display the generated simulation image on the HMD 20, determine that the player P is in a specific state in the simulation space when the player's state has satisfied a given condition within the moving path R, and generate a simulation image that produces an effect based on the specific state when it has been determined that the player P is in the specific state.
A63F 13/00 - Video games, i.e. games using an electronically generated display having two or more dimensions
A63F 13/80 - Special adaptations for executing a specific game genre or game mode
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 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
A63F 13/25 - Output arrangements for video game devices
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
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 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
G09B 9/00 - Simulators for teaching or training purposes
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 13/212 - Input arrangements for video game devices characterised by their sensors, purposes or types using sensors worn by the player, e.g. for measuring heart beat or leg activity
A63F 13/26 - Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
G09B 19/00 - Teaching not covered by other main groups of this subclass
A63F 13/285 - Generating tactile feedback signals via the game input device, e.g. force feedback
H04N 13/344 - Displays for viewing with the aid of special glasses or head-mounted displays [HMD] with head-mounted left-right displays
An information processing device that carries out the processing of a fighting game in which a player-character is made to fight an opponent-character, the device including a first condition determination means that determines whether the player-character and the opponent-character, as a whole, have fulfilled a first condition during the fight; a second condition determination means that determines a character, among the player-character and the opponent-character, that has fulfilled a second condition during the fight; and a bonus awarding means that awards a bonus that can be used in the fight to a fulfilling character, among the player-character and the opponent-character, that fulfills the second condition after the fulfillment of the first condition. The first condition determination means sets a partial or a complete fulfillment of a given set of conditions as the first condition.
A63F 13/58 - Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
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
94.
Image generation system and information storage medium
Image generation system which provides, to a plurality of players through individual terminals, image of a game which progresses through cooperation of plurality of individually manipulated characters, image generation system including: game image generating means that generates image of game space in which the plurality of manipulated characters act, as game screen directed at the plurality of players; and determining means that determines if a game event that occurs based on manipulation information input by the plurality of players or the manipulation information fulfills given conditions, game image generating means including insert image generating means that generates, when the given conditions are fulfilled, two or more images related to manipulated characters of cooperating players having cooperated with the fulfillment, insert images to be inserted into game screens of cooperating players, and the insert image generating means generating the insert images respectively directed at cooperating players in accordance with manipulated characters.
A63F 13/847 - Cooperative playing, e.g. requiring coordinated actions from several players to achieve a common goal
A63F 13/44 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
A63F 13/833 - Hand-to-hand fighting, e.g. martial arts competition
A63F 13/533 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game for prompting the player, e.g. by displaying a game menu
A63F 13/795 - Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for finding other playersGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for building a teamGame security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories for providing a buddy list
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 13/537 - 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
Provided is a server device including: target control means for controlling movement of an operation target in a game space in accordance with operation input of a player; object giving means for giving, when the player has established a given positional condition, the player a collection item or a chance to acquire the collection item; search information generation means for generating, as search information supplied to the player, information on the presence/absence or a position of the collection item in a search area that moves in the game space in accordance with the movement of the operation target; search information control means for controlling accuracy of the search information in accordance with a collection result of the collection item by the player; and provision control means for controlling the provision of an event in accordance with the collection result of the collection item by the player.
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 13/5372 - 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 13/5375 - 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
In a virtual reality space, a virtual reference body controlled to follow a player's hand, a virtual body part controlled to follow the player's ear, and a virtual smartphone being a virtual object as a prop are arranged. After the proximity of the virtual reference body to the virtual smartphone, the virtual smartphone is deemed as being gripped and the virtual reference body and the virtual smartphone are integrally moved. Stereophonic sound control is performed such that the emitted sound from the virtual smartphone is a ringtone before the proximity of the virtual reference body or the virtual smartphone to the virtual body part, and after the proximity, the emitted sound is switched to communication sound so that the player listens to the stereophonic sound by a headphone.
A63F 13/25 - Output arrangements for video game devices
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/211 - Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
A63F 13/213 - Input arrangements for video game devices characterised by their sensors, purposes or types comprising photodetecting means, e.g. cameras, photodiodes or infrared cells
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/52 - Controlling the output signals based on the game progress involving aspects of the displayed game scene
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
G06F 3/01 - Input arrangements or combined input and output arrangements for interaction between user and computer
G09G 3/00 - Control arrangements or circuits, of interest only in connection with visual indicators other than cathode-ray tubes
A63F 13/90 - Constructional details or arrangements of video game devices not provided for in groups or , e.g. housing, wiring, connections or cabinets
G06F 3/147 - Digital output to display device using display panels
H04R 5/033 - Headphones for stereophonic communication
This game system comprises: a moving body processing unit that executes a process for moving a moving body on a map of a game space; a game processing unit that executes a game process of a game in which a user acquires containers arranged on the map while moving the moving body on the map; and a container processing unit that executes a process regarding the containers. The container processing unit executes a process for determining, in accordance with predetermined selection conditions, the number of containers to be arranged, the types of containers, the positions for arranging the containers, and items to be assigned to the containers.
A63F 13/69 - Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor by enabling or updating specific game elements, e.g. unlocking hidden features, items, levels or versions
A63F 13/45 - Controlling the progress of the video game
A63F 13/55 - Controlling game characters or game objects based on the game progress
99.
SIMULATION SYSTEM, IMAGE PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM
A simulation system comprises: an information acquisition unit for acquiring user information including at least one of position information, direction information, and posture information on a user; a virtual space setting unit for performing processing of setting a virtual space; a mobile body processing unit for performing processing of moving a user character corresponding to the user in the virtual space; a game processing unit for performing processing of a game in the virtual space; and a display processing unit for generating an image in the virtual space as a display image to be displayed to the user. The game processing unit determines whether the user has performed an action of acquiring an item on the basis of the user information. When determining that the user has performed the action of acquiring an item, the game processing unit performs processing of causing the user character to acquire the item.
A63F 13/55 - Controlling game characters or game objects based on the game progress
A63F 13/25 - Output arrangements for video game devices
A63F 13/28 - Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
A63F 13/428 - Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving motion or position input signals, e.g. signals representing the rotation of an input controller or a player's arm motions sensed by accelerometers or gyroscopes
A63F 13/53 - Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
A63F 13/54 - Controlling the output signals based on the game progress involving acoustic signals, e.g. for simulating revolutions per minute [RPM] dependent engine sounds in a driving game or reverberation against a virtual wall
G06T 19/00 - Manipulating 3D models or images for computer graphics