Entries |
Document | Title | Date |
20080234021 | GAMING DEVICE AND METHOD OF OPERATING A GAMING DEVICE INCLUDING PLAYER CONTROLLED TARGETING - A gaming machine, system, and method including a game event in which a player aims at a target. In one embodiment, the game event includes a plurality of targets. The gaming device displays the plurality of targets to the player and enables the player to select one of the targets. The gaming device designates the player-selected target as the primary target for the game event. Based on the designated primary target, the gaming device identifies one or more of the other targets as secondary targets for the game event. The gaming device determines for each of the primary and secondary targets a probability that that target will be hit in the game event. The gaming device determines which of the targets is actually hit in the game event based on the probabilities associated with the targets. | 09-25-2008 |
20080287173 | Projectile video game - A method of playing a game, including: adjusting a desired direction and desired force used to project a player; projecting the player through the air in the desired direction using the desired force, wherein the player interacts with objects within a game environment as the player passes by the objects. | 11-20-2008 |
20090011808 | Storage medium storing game program, and game apparatus - An input of an aiming point coordinate indicating a position of an aiming point is accepted from an input device, and it is determined whether or not the aiming point overlaps with an object based on the aiming point coordinate. When it is determined that the aiming point overlaps with the object, a target time for which the object overlapped by the aiming point becomes a target of shooting is set such that the target time is correlated with the object. Further, a shooting operation is accepted, and when the shooting operation is accepted within the target time after the target time is set for the object, shooting at the object for which the target time has been set is performed irrespective of the position of the aiming point, and the target time is reset for the object. | 01-08-2009 |
20090023485 | CONTROL PROGRAM FOR ACTION GAME - A control program for an action game according to the present invention in which one of a plurality of characters moving in a game space is selected to be an attack target, in response to an operation of a game player, comprises: a selectable candidate object judging step of judging each of said plurality of characters as to whether or not it is a selectable candidate object which is qualified to be an attack target and which is in position relationship which could be selected as an attack target, a selection order deciding step of deciding an order of selecting those of said plurality of selectable candidate objects, which have been judged by the selectable candidate object judging step; and an attack target changing step of selecting, based on the selection order decided by the selection order deciding step, one of said plurality of characters as an attack target and sequentially changing the attack target in response to an attack target changing operation by the game player. The control program permits one of a plurality of characters contained in a game space to be efficiently selected as a game target. | 01-22-2009 |
20090042627 | SPORTS SIMULATOR AND SIMULATION METHOD - A sports simulator calculates spin of a sports object using image analysis. A velocity vector is also calculated. These are combined to produce a predicted future trajectory of the sports object. In one embodiment, the sports object is a golf ball and the sports simulator simulates golf. | 02-12-2009 |
20090061971 | Object Tracking Interface Device for Computers and Gaming Consoles - The present invention is directed to an object tracking interface device for use with computers and game consoles. The object tracking interface device tracks the movement of a moving object within the field of view of the object tracking interface device and provides input to the computer or game console on the movement of the moving object. The object tracking interface device comprises one or more detection means which view a viewed space through which the moving object moves, a means for receiving the output of the detection means for determining the presence of a moving object, a means calculating one or more parameters of the movement of the moving object, and a means for converting the parameters of the movement of the moving object into a signal which can be input into the computer or gaming console. The present invention also provides an apparatus for a sports simulation game for playing of sports utilizing a moving object, the game comprising a display screen, a object tracking interface device for tracking the movement of the moving object within the field of view of the object tracking interface, a projector for displaying the sports simulation game on the screen and a computer or game console for operation the sports simulation game. The object tracking interface device includes at least one detection means mounted at each of the top corners of the screen to provide a field of view of the detection means to cover the space in front of the screen. The object tracking interface device also includes a means for receiving the output of the detection means for determining the presence of a moving object, a means for calculating one or more parameters of the movement of the moving object and a means for converting the parameters of the movement of the moving object into a signal which can be input into the computer or gaming console. | 03-05-2009 |
20090075709 | SYSTEM AND METHOD OF CUSTOMIZING A WEAPON IN THE ONLINE FIRST PERSON SHOOTER GAME - Provided is a system for customizing a weapon in the online first person shooter game provided by a provider in which a plurality of users participate through computer terminals of the users connected through Internet and the plurality of the users form teams to compete, the system including: a game content providing server for providing the online first person shooter game contents to the computer terminals through the Internet network; and a weapon customization server for generating a gun from among a plurality of guns in a computer terminal in order to perform a mission of the game, determining whether or not the gun is customizable according to a gun customization request from the computer terminal, and performing the gun customization by mounting custom parts selected by the computer terminal on the gun when the gun is customizable according to a result of the determination. | 03-19-2009 |
20090143124 | Simulation of Sporting Events in a Virtual Environment - Aspects of the present invention provide a system, method and computer program product for simulating movement of a projectile in a virtual environment. Primary data comprising a plurality of sets of position values and a plurality of time values for a projectile is received, with each time value in the primary data being associated with one of the sets of position values. The primary data is processed to generate secondary data that represents at least two consecutive sets of positions. Each set of positions includes a start position and an end position for the projectile, and the secondary data further represents a velocity of the projectile associated with each start position. The secondary data is used to simulate movement of the projectile in the virtual environment. | 06-04-2009 |
20090170579 | METHOD OF CONTROLLING MOVEMENT OF MOVING OBJECT, STORAGE MEDIUM, AND GAME DEVICE - A player brings a stylus pen into contact with a batting position mark | 07-02-2009 |
20090181736 | System and method for lock on target tracking with free targeting capability - An example video game includes a virtual game world including a video game character movable within the virtual game world and one or more targets. A first target in the virtual game world can be locked onto so that the first target remains substantially at the center of a field of view of the game character within the virtual game world. A reticle may be moved to target one or more second targets in the virtual game world while the first target remains locked onto. | 07-16-2009 |
20090181737 | Video Game Controller - Improvements relating to a control device for controlling a display of a computer system for use with a video game includes a coordinate control unit for providing information related to a vertical and horizontal tilt of the control device, a game control unit for inputting game control information and a controller for processing the information provided by the coordinate control unit and game control unit. The vertical and horizontal point of view of the user in the video game and/or the vertical and horizontal position of a cursor on the display is determined based on the information related to the vertical and horizontal tilt of the control device. The control device is preferably shaped like a firearm to enhance the realism of the video game, and may include an LCD display mounted on the control device, as the primary display, and may also include an LCD mounted in a sighting device of the control device. | 07-16-2009 |
20090247250 | PROGRAM, GAME SYSTEM, AND MOVEMENT CONTROL METHOD - A game system receives special command input information input by the player when a moving object and a target have a predetermined positional relationship, and moves the moving object to a position at which bullets fired from the moving object can hit the target irrespective of movement input information when the game system has received the special command input information. | 10-01-2009 |
20090318207 | GAME MACHINE - A medal as the first game medium and a ball as the second game medium are supplied to a play field section based on the player's operation, a basic game is executed in association with the operation of the medal, and while a dividend depending on the game result of the basic game is imparted to the player, a chance for obtaining dividend is imparted to the player, when the ball is ejected from the play field section due to the operation of the ball linked with the operation of medal, the number of the balls as the game media existing in the game field section is detected, and a privilege tied to delivery of dividend is imparted depending on a decrease of the number of the balls. | 12-24-2009 |
20090325660 | TARGETING CONTROL IN A SIMULATED ENVIRONMENT - Targeting control may be facilitated in a simulated environment. In an example embodiment, a method includes acts of monitoring, generating, moving, and firing. A button input and a directional input are monitored. If a press and hold of the button input is detected, a fine aiming mode is generated. If movement of the directional input is detected during the fine aiming mode, a location of a target indicator is moved responsive to the detected movement. When a release of the button input is detected, a ranged weapon is fired based on the location of the target indicator. | 12-31-2009 |
20100035672 | Interactive sports-themed game - A method and system for playing a virtual game is disclosed. The virtual game is associated with a real game, such as a baseball or golf game. Users play the virtual game which is based on events in a real game that is followed by the users simultaneously as they play the virtual game. In one embodiment, the real game is a baseball game. In another embodiment, the real game is a golf game. A server communicates with clients to allow multiple users to compete in the virtual game via the use of client devices. | 02-11-2010 |
20100075728 | ONLINE GAMING SYSTEM FOR SIMULATING A SOCCER GAME - An online gaming system for simulating a soccer game comprising a server with a processor, a network in communication with the server, at least one client device in communication with the network, wherein the at least one client device has an input device, a display device, and a monetary acceptance feature, and a database in communication with the processor. The database comprises an electronic deck of playing cards comprising offensive play cards and defensive play cards and an electronic deck of special plays cards. Computer instructions in the database instruct the processor to permit input of bets, electronically deal cards from the electronic decks, designate offensive and defensive players, permit selection of cards by players, make game plays using a chess like strategy, determine game outcomes based on the selected cards, and award winnings based on bets and game outcomes. | 03-25-2010 |
20100099472 | Electronic Game with actions based on real statistics - Sports based computer game, e.g., football game, is played using data from actual games. Updates are received about new information from more recent games. Each game is divided into plays, and each play is characterized so that the play can be replayed on the game. Characteristics of the plays can be changed to simulate what is scenarios. | 04-22-2010 |
20100160012 | COMPUTER GRAPHICS PROCESSING AND DISPLAY OF SELECTABLE ITEMS - Methods and systems are provided herewith for managing a wagering system. In one exemplary embodiment, state information of a live event may be received in real time. The live event may comprise a sporting event played by human players according to predetermined rules that are used to determine at least one winner of the sporting event. An initial state and a plurality of possible future states of a performance parameter of the live event may be determined based on the state information. A first betting market for betting on at least one of the plurality of possible future states may be created. The act of creating a first betting market may comprise (1) determining by the processor probabilities for the plurality of possible future states, and (2) based at least in part on the probabilities, determining by the processor odds for betting on at least one of the plurality of possible future states. After creating the first betting market, a first bet comprising a selection of one of the plurality of possible future states may be received from a first of a plurality of users. After receiving the first bet, the first betting market may be closed prior to an end time of the initial state. An instruction signal to close the first betting market may be transmitted from the processor. An actual future state of the performance parameter may be determined. The processor may determine that the possible future state selected by the first user is the actual future state. A payout may be paid to the first user based on the first bet and the act of determining that the possible future state selected by the first user is the actual future state. The sporting event may occur during an event time duration such that the sporting event begins at the beginning of the event time duration and ends at the end of the event time duration. The sporting event may comprise a plurality of portions of the event occurring during sequential portions of the event time duration, in which a plurality of possible future states comprises a possible future state occurring at the end of one of the sequential time periods, and in which at least one betting market is created for each of the sequential time periods. | 06-24-2010 |
20100173686 | Programmable Game-Based Haptic Enabled Gun Controller - Various systems, game controllers, and methods for simulating various objects such as weapons are provided. For example, a game controller may include a trigger, a processor within the body that receives a trigger signal when the trigger is activated by the user. The processor may communicate with a computer running a software program such as a gaming application, and an actuator coupled to the trigger, the actuator configured to output a haptic effect to the trigger in response to receiving a control signal from the processor. The game controller may simulate a gun and generate a recoil effect. In some embodiments, the recoil effect may be generated by impacting a moving mass from a discharge end of the gun to a handle end of the gun. In some embodiments, the recoil effect may be generated by using a body part of a user as a tether. | 07-08-2010 |
20100178965 | Tiled Objects in Digital Environments - Methods and systems for damaging objects in digital environments are provided. The objects may be defined by a number of tiles. Tiles may be joined together to form objects of various sizes, shapes, and facades. The tiles may be broken up or divided into smaller tiles as the objects sustain damage. These smaller tiles may be rejoined to the objects providing virtually unlimited ways in which the objects can be damaged. In addition, the objects may incorporate stress-related damage that allows the object to break or collapse under its own weight. | 07-15-2010 |
20100178966 | A METHOD OF RECOGNIZING OBJECTS IN A SHOOTER GAME FOR REMOTE-CONTROLLED TOYS - The invention relates to a method of recognizing objects for a video shooter game, the system comprising a first remote-controlled vehicle ( | 07-15-2010 |
20100190538 | GAME METHOD AND APPARATUS - A game playing apparatus is described that displays in an image space ( | 07-29-2010 |
20100203933 | ENTERTAINMENT SYSTEM AND METHOD - An entertainment system comprises a remotely controlled toy having a video camera operable to capture video images of a real environment and an entertainment device operable to communicate using a data communications link with the remotely controlled toy, in which the device comprises transmitting means operable to transmit, via the data communications link, control data to the remotely controlled toy that relates to the control of the remotely controlled toy, receiving means operable to receive, from the data communications link, video images captured by the video camera—of the remotely controlled toy, detecting means operable to detect a real environment feature within the real environment, processing means operable to generate a virtual image feature in dependence upon the detected real environment feature, and displaying means operable to generate a combined display of the captured video images and the virtual image feature such that the virtual image feature is arranged with respect to the video images so as to correspond to the position of the real environment feature within the real environment. | 08-12-2010 |
20100203934 | METHOD OF PROVIDING GAME AND SYSTEM THEREOF - A system for providing a game includes: a sponsor-league-providing-server which transmits a sponsor league list to an electronic device according to a sponsor league selection signal received from the electronic device, and transmits advertisement data registered in a particular sponsor league when executing a game corresponding the particular sponsor league selected from the sponsor league list. An electronic device requests a sponsor league list to the sponsor-league-providing-server and receives the sponsor league list in case the sponsor league is selected from a menu list of game mode, and displays a game execution screen including advertisement data at one side when a game corresponding to the particular sponsor league is executed. | 08-12-2010 |
20100210330 | METHOD AND SYSTEM FOR A FANTASY SPORTS DRAFT GAME - A fantasy sports game provides for a league of fantasy teams, each managed and owned by a fantasy game contestant. A contestant selects a set of games for a game day from a screen of such sets, pays an entry fee in points, and then drafts players from the teams playing in his selected set of games, subject to a salary cap for his team. As the games are being played and also after the games have been completed, the contestants playing against each other are ranked according to how well their players did that day, and the winning constant is awarded points for the win. | 08-19-2010 |
20100248803 | FORMING AND EXECUTING A COMPUTER GAME - A method of forming a computer game that is arranged to move an object along a path in a virtual environment of the computer game, wherein the method comprises steps of: (a) performing a plurality of object movement simulations for an object, wherein each simulation comprises moving that object with a respective speed along a path with a respective curvature in the virtual environment to determine whether that object can successfully travel along that path at that speed; (b) using the simulations to determine a relationship between curvature and a corresponding speed with which the object can successfully travel along a path with that curvature; and (c) storing data indicating the relationship as a part of the computer game. | 09-30-2010 |
20100267435 | GAME MACHINE, AND CONTROLLING METHOD, PROGRAM AND INFORMATION STORAGE MEDIUM OF THE GAME MACHINE - To provide a game device capable of improving operability for a user when a player character of an opponent team holds a moving object in a sport game to be played by a user team and the opponent team. A first marker control unit ( | 10-21-2010 |
20100273544 | INFORMATION STORAGE MEDIUM, GAME DEVICE, AND METHOD OF CONTROLLING GAME DEVICE - An information storage medium storing a program that generates an image of a virtual space viewed from a virtual camera, an operation object and a non-operation object being disposed in the virtual space. The program causes a computer to function as: an operation object movement control section that controls a movement of the operation object in the virtual space based on a movement instruction input about the operation object; a non-operation object movement/motion control section that controls at least one of a movement and a motion of the non-operation object in the virtual space; an attack target setting section that determines whether or not an attack target tracking condition is satisfied by at least one of the operation object and the non-operation object, and sets the non-operation object to an attack target tracking state in which the non-operation object tracks the operation object as an attack target when it is determined that the attack target tracking condition is satisfied; and a display control section that displays an attack target tracking notification image that indicates that the non-operation object is set to the attack target tracking state when the non-operation object is set to the attack target tracking state. | 10-28-2010 |
20100279753 | SYSTEM AND METHOD FOR FANTASY INTERACTIVE SPORTS GAME - The invention is a statistics based fantasy style interactive sports game of a predetermined duration that may be played in a bar or restaurant or over the internet. Each game takes place during a fixed time period (such as one hour), before which players choose a number of athletes from one or more sports that will be playing during that time period. During the course of the hour a player is awarded points for plays completed by selected athletes. At the end of the hour, the game player with the most points wins. | 11-04-2010 |
20100304804 | SYSTEM AND METHOD OF SIMULATED OBJECTS AND APPLICATIONS THEREOF - Systems and methods of simulated objects and applications thereof are disclosed here. In one aspect, embodiments of the present disclosure include a method, which may be implemented on a system, of simulating a virtual sports game played by a real participant in a real world environment. One embodiment includes generating a simulated playing field that represents a physical location in the real world environment and is provided for access via a device. The simulated playing field can include characteristics that correspond to physical characteristics of the physical location where the real participant is located. One embodiment further includes, identifying a user requested action to be performed on a simulated object in the simulated playing field by detecting user interaction with the device. | 12-02-2010 |
20100304805 | HASH FUNCTION USING A CUE SPORTS GAME PROCESS - In the computer data security field, a cryptographic hash function process embodied in a computer system and which is typically keyless, but is highly secure. The process is based on the type of randomness exhibited by well known table “cue sports” games such as billiards, snooker, and pool played on a billiards table involving the players striking one of a plurality of balls with a cue, the struck ball then hitting other balls, the raised sides of the table, and in some cases one or more balls going into pockets in the corners and/or sides of the table. Computation of the hash value (digest) is the result of providing a model (such as expressed in computer code) of such a game algorithm and using the message as an input to the game algorithm, then executing the game algorithm. A state of the game after a “shot” gives the hash digest value. | 12-02-2010 |
20100304806 | COLLECTABLE CARD-BASED GAME IN A MASSIVELY MULTIPLAYER ROLE-PLAYING GAME THAT PROCESSES CARD-BASED EVENTS - This disclosure generally describes a massively multiplayer online role playing game (MMORPG) or, more specifically, a card-based MMORPG that enables characters in a virtual world to collect cards representing specified actions or powers and presents three-dimensional (3D) elements to players representing one or more aspects associated with the characters and environment. This 3D display can, in one implementation, offer a real-time combat engine that processes the card-based events. The 3D display may also offer hanging effects that dynamically present state information associated with the respective character. Further, the MMORPG may offer a real-time responsive and flexible chat management system. | 12-02-2010 |
20100304807 | HASH FUNCTION USING A CUE SPORTS GAME PROCESS - In the computer data security field, cryptographic hash function processes embodied in a computer system and which are typically keyless, but are highly secure. The processes are based on the type of randomness exhibited by well known table “cue sports” games such as billiards, snooker, and pool played on a billiards table involving the players striking one of a plurality of balls with a cue, the struck ball then hitting other balls, the raised sides of the table, and in some cases one or more balls going into pockets in the corners and/or sides of the table. Computation of the hash value (digest) is the result of providing a model (such as expressed in computer code) of such a game algorithm and using the message as an input to the game algorithm, then executing the game algorithm. A state of the game after one or several “shots” gives the hash digest value of the message. | 12-02-2010 |
20100304808 | Game Device, Image Generation Method, Information Recording Medium And Program - A plane defining unit ( | 12-02-2010 |
20100311483 | Squad Vs. Squad Video Game - A squad versus squad shooter video game receives input from one or more players via their respective use of controllers in communication with one or more console-based video game systems. The input from each controller is interpreted as a command to a squad in a competition against one or more other squads that are respectively commanded by one or more players via their respective use of controllers. Each squad includes a plurality of characters. Each player is assigned to one of the squads. Actions of each character in the video game are a function of commands given to that character by one of the players. Players can join or exit their assigned squad during game play. | 12-09-2010 |
20100323775 | Systems and Methods for Evolving Content for Computer Games - Systems and methods of evolving content for computer games are disclosed. One such method comprises tracking popularity according to one or more users of at least a portion of a plurality of game content items available in a game world. The game world is associated with the game. The game world also comprises evolving an additional game content item based on the popularity of the tracked game content items. The usage of each tracked game content item determines a reproduction availability of the tracked game content item. The game world also comprises inserting the additional game content item into the game world. | 12-23-2010 |
20110021256 | AUTOMATED ENHANCEMENTS FOR BILLIARDS AND THE LIKE - Position data is generated. The position data describes real-time positions of each of one or more billiard balls moving on a playing surface of a billiard table. Imagery is displayed on the playing surface. The imagery dynamically responds to the position data as the one or more billiard balls move on the playing surface. | 01-27-2011 |
20110021257 | AUTOMATED ENHANCEMENTS FOR BILLIARDS AND THE LIKE - Position data is generated. The position data describes a respective current position of each of one or more game objects (e.g., billiard game objects) in relation to a playing surface (e.g., a playing surface of a billiard table) defining a boundary of a field of play of a game involving use of the one or more game objects in the field of play. A graphical interface image is displayed on the playing surface. Whether the position data in relation to the displayed graphical interface image satisfies an input instruction predicate is determined. In response to a determination that the position data satisfies the input instruction predicate, the input instruction is executed on a machine. | 01-27-2011 |
20110028195 | FANTASY SPORTS LEAGUES COMPRISING HISTORICAL PLAYERS AND/OR HISTORICAL RESULTS - Computer-based fantasy sports leagues portraying games between historical players with contest outcomes based in part on the performance of those players in historical games and game results, typically with related network and user interfaces. The fantasy sports game can be a fantasy football game. In one embodiment, the historical data includes statistical information related to previous, historical real-life athletes and specific, real-life actual games played by those players. The games can be structured such that specified time periods of the athletes are incorporated into the operational considerations, and can include a fantasy drafting process by the human players wherein selections of the available real-life historical athletes are made. The historical fantasy game comprises methods, systems, programming, etc., comprising associated instructions and operations for displaying the sports video game characters for the fantasy game. | 02-03-2011 |
20110034223 | System and method for providing and administering a golf contest - The present invention comprises a novel golf ball tracking system and method. The present invention allows a user participating in a golf competition to track the golf ball with convenience and ease, without purchasing any additional equipment. The device of the present invention comprises a kiosk operably connected to a video camera, wherein the video camera records at least part of a golf competition, and allows a user to purchase the recording, and/or receive a reward for achieving the desired result of a golf competition. | 02-10-2011 |
20110086685 | Wagering Game on War Simulation - A community gaming wagering game that allows a player to wager on a warfare game. Players can purchase, using real money, different types of armaments, such as soldiers, guns, tanks, planes, etc. Each player can then pit their armies against other live players, with the winner collecting money that was used by the other player to purchase the weapons which were destroyed by the winner. A game can comprise numerous individual battles, with the ultimate winner the player that survives while all other players have been eliminated from the game. Players can all sit around a table which has a table-top output device which displays the game while players use a touch screen or other inputs to control their gameplay. | 04-14-2011 |
20110151955 | MULTI-PLAYER AUGMENTED REALITY COMBAT - Techniques are described herein for performing multi-player augmented reality combat. Each player wears (or is otherwise associated with) an indicator (e.g., an object that has a designated pattern, a visual tag, etc.) that identifies the player or a team thereof. Each player has a mobile communication device that is capable of identifying the players' indicators. A user may point a camera of the user's mobile communication device at another player (e.g., an opponent). The image that is captured by the camera includes the indicator that is associated with the opponent. The user may choose to fire a virtual bullet at the opponent using an audio and/or tactile command, which is processed by the user's mobile communication device. The mobile communication device determines the time that the virtual bullet takes to travel from the mobile communication device to the opponent based on the distance between the user and the opponent. | 06-23-2011 |
20110183734 | FANTASY GAME SYSTEM AND METHOD - An on-line, multi-player internet based application that is adapted for playing fantasy sports, for example, football in which scoring is determined on a team functional unit basis rather than on an individual player basis, with a pre-determined set of actions associated with each fantasy team functional unit, pre-determined values associated with each such action, and corresponding actions from real-life football team functional units resulting from real-life football games used to determine fantasy football team unit values, fantasy football team scores and fantasy football league rankings. | 07-28-2011 |
20110212757 | Smart capacitive detection sensor system - An apparatus that wirelessly integrates actual golf equipment with a computer to allow players to engage in a competitive real sport such as golf. This system includes motion sensing devices, smart golf clubs, and golf ball receptacles all containing circuits and contact sensors coupled with signal processing and radio frequency transmitter circuitry to thereby wirelessly communicate game performance information to a remote receiver-computer. This invention uses the electric field of a capacitive plate for sensing object proximity, motion and composition. More particularly, the invention relates to a system wherein an objects physical geometry, spatial orientation and motion, and an environmental change of state can be detected via a change in the dielectric of a capacitor array. This invention also uses the coupling of sports equipment and a computer to communicate information wirelessly to a personal computer and thereby, if desired, to the internet. An individual player may opt to play solo or practice to improve basic golfing techniques. The system employs specially developed computer software to process player performance data, control game play, communicate game information, generate and control visual simulations, and display player performance information. | 09-01-2011 |
20110218021 | VISUAL IMAGE SCORING - An image-based system and process of paper target scoring, and paper targets for use therewith, are disclosed. The system and process utilize functions that accumulate accuracy values based upon presumptions supplied to the present invention based upon the characteristics of bullet holes within paper target prior to any center point analysis. Subpixel analysis of images may heighten the accuracy of the scoring. The paper targets possess visual attributes adapted to permit scoring of the paper targets to be more rapid, facile, accurate, and secure. | 09-08-2011 |
20110237317 | APPARATUS AND METHOD FOR RECOMMENDING ROSTER MOVES IN FANTASY SPORTS SYSTEMS - Roster modification recommendations are provided in fantasy sports leagues based on projected statistics of one or more players. Available players or players on other teams can be analyzed according to projected statistics, and the projected statistics can be compared to projected statistics of one or more players on the team. In addition, the projected statistics can be further narrowed based on a specified period of time, desired positions, and/or the like. Based on the comparison, trade or acquisition recommendations can be generated for the team. Other parameters can be utilized in making such recommendations, such as a waiver status of the team, a propensity of a team owner to accept trades, etc. In addition, statistics can be projected for players based on one or more received statistics projections. | 09-29-2011 |
20110256910 | SYSTEM AND METHOD FOR DYNAMICALLY VALUATING PLAYERS DURING A FANTASY DRAFT - A system and method for dynamically valuating players during a fantasy draft are disclosed. In one embodiment, a method comprises storing, in an electronic device, a list of players, each player associated with a base value, receiving one or more player selections, and determining one or more adjusted values for a respective one or more particular players based at least in part on the base values of the particular players and the player selections. | 10-20-2011 |
20110256911 | PROVIDING HIGHLIGHTS OF IDENTITIES FROM A FANTASY TEAM - One aspect of the disclosure allows fantasy-sports league participants to receive video highlights of the players on their fantasy-league team. In at least one implementation, presenting player highlights includes receiving a request from a participant in a fantasy-sports league. The request is for player highlights related to a participant-specified team roster. In response to receiving the request, an identity of at least one player on the participant-specified team roster is accessed electronically. At least one video source having content relating to the identified player is accessed. Specific content within the video source that relates to the identified player is determined, and the specific content is presented to the participant. | 10-20-2011 |
20110281620 | SYSTEMS AND METHODS FOR PRESENTING A WAGERING OPPORTUNITY RELATED TO AN ATHLETIC COMPETITION BEING BROADCAST TO A USER - A substantially real-time status of an athletic competition may be accessed while it is being broadcast to a user on user equipment. An upcoming event of a pre-determined type in the athletic competition may be detected based on the accessed real-time status. A wagering opportunity may be generated based on the type of the event, where the wagering opportunity may related to an outcome of the upcoming event. The wagering opportunity may be presented to the user via the user equipment. | 11-17-2011 |
20120004017 | COMPUTER-READABLE STORAGE MEDIUM HAVING INFORMATION PROCESSING PROGRAM STORED THEREIN, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - In order to attain the object described above, a game apparatus is able to use a touch panel | 01-05-2012 |
20120071219 | FANTASY SPORT AUCTION DRAFT APPLICATION ROSTER PREVIEW GRID - Methods and system for presenting a plurality of attributes of a plurality of players from a plurality of teams that are part of a league includes obtaining a plurality of attributes of the plurality of players and the plurality of teams. The plurality of attributes of the plurality of the players and of the teams is populated in one or more databases along with any updates to these attributes. The databases are queried to retrieve updated plurality of attributes of the plurality of players and the plurality of teams. A roster grid is generated for the plurality of teams for rendering at a client in substantial real time. The roster grid displays the updated status of the plurality of attributes of the plurality of players and the plurality of teams simultaneously in a clean, concise and effective manner. | 03-22-2012 |
20120115555 | APPARATUS AND METHOD FOR PROVIDING A FISHING GAME USING A MOBILE PROJECTOR - An apparatus and method for providing a fishing game using a mobile projector are provided. The apparatus includes an output unit for outputting a fishing game image; a projector for projecting the fishing game image output from the output unit onto a projection surface; a sensor unit for calculating a direction and a speed in and at which the apparatus is moved, upon detecting a motion of the apparatus during the fishing game; and a controller for projecting the fishing game image using the projector module, and controlling a change in motion of a specific object in the fishing game image projected onto the projection surface, depending on the calculated direction and speed of the apparatus. | 05-10-2012 |
20120122530 | FANTASY SPORTS GAMING WITH PROMOTION AND RELEGATION - A fantasy sports gaming system and method that uses a multi-tiered promotion and relegation pyramid model structure to reward winners and losers of head to head fantasy sports game league competitions. The promotion and relegation model provides for the league championship winners to compete in a head to head competition for an annual grand championship trophy, accolades, cash rewards and bragging rights. | 05-17-2012 |
20120178510 | SIMULATED/VIDEO FANTASY SPORTS LEAGUE - A method and system for conducting a fantasy sports league. A video game provided with all of the teams and their active rosters for a particular sport and season would be used to simulate the play of the game for an actual or projected season for that sport. Team owners, coaches or managers would draft players off the active roster for that sport and matchups between the teams in the fantasy league would utilize statistics generated during the simulated play of a schedule of games to determine comprehensive performance points for each team which would be utilized to determine the winner of matchups between fantasy league teams. | 07-12-2012 |
20120184340 | VIRTUAL GOLF SIMULATION APPARATUS AND METHOD - A virtual golf simulation apparatus and method are provided. In the apparatus and method, a golfer is allowed to selectively or arbitrarily set a hole-cup position on a green during a simulation procedure of a virtual golf course and a hole-cup is generated at the set position to provide virtual golf simulation environments meeting various needs of golfers who enjoy virtual golf games while arousing their interest. The virtual golf simulation apparatus for a golf course includes a setting unit for setting a hole-cup position on a putting green and an image processing unit for generating and rendering a hole-cup at the set hole-cup position on the putting green. | 07-19-2012 |
20120190415 | Plurality of methods for playing pool - A method and apparatus for playing pool on a pool table is disclosed. A plurality of target raised pockets is located on the pool table and pool balls are hit into an indentation on the raised pocket. For example, a plurality of pool balls is arranged in a starting position on the playing surface of the pool table. Players alternate turns wherein each player attempts to hit balls from a set of pool balls assigned to that player onto the target raised pockets on the pool table using a pool cue. The game ends when the player has hit all of his assigned balls onto an indentation on a top level of the target raised pocket. | 07-26-2012 |
20120214562 | MASSIVELY MUTLIPLAYER ONLINE FIRST PERSON SHOOTING GAME SERVICE SYSTEM AND METHOD - Provided are a massively multiplayer online first person shooting (MMOFPS) game service system and method, more particularly, an MMOFPS game service system and method providing various online game modes and capable of promoting teamwork, bonding, and solidarity with peers. | 08-23-2012 |
20120225703 | METHOD FOR PLAYING A VIDEO GAME ON A MOBILE DEVICE - A method for playing a video game on a mobile device by starting up the mobile device for enabling the mobile device to select a predetermined game program and to execute the selected game program so that the user can give an instruction to the mobile device by hand gesture, voice or touch control, controlling the processor of the mobile device to run the boosted game program and to display the video on a display screen of the mobile device after a recognition step by comparing the inputted signal with multiple 3D space hand gesture signal data in a database of the mobile device by the processor. | 09-06-2012 |
20120295677 | APPARATUS AND METHOD FOR VIRTUAL GOLF SIMULATION - Disclosed herein are an apparatus and method for virtual golf simulation that is capable of providing various contents based on user history information of a user who has previously played golf through the virtual golf simulation apparatus during a virtual golf procedure through virtual golf simulation and enabling a user to play golf with the user, another user, or a virtual user acquired based on play information of a celebrity, thereby improving user convenience and inducing interest in virtual golf. The virtual golf simulation apparatus includes an image output unit for displaying a golf simulation image of a virtual golf course, a storage unit for storing user history information of a user who has played golf through the virtual golf simulation apparatus, and a controller for controlling at least one selected from a group consisting of a trajectory of a golf ball, a falling point of a golf ball, and a flight distance of a golf ball based on specific play information of the user history information to be displayed through the image output unit. | 11-22-2012 |
20120302301 | ADJUSTABLE FITNESS ARENA - Aspects of this disclosure relate to systems and methods for conducting sport-specific activities. Illustrated systems may be adjustable to permit a performance of different sport-specific activities. Further aspects relate to using sensor data to evaluate a user's performance and determine sport-specific fitness parameters. Various fitness parameters may measure reactive agility and/or the physiological state of the user, such as when in an exhausted state. Illustrated systems may have structures with an output device and a sensor. The structure may include a vertically-arranged planar surface to form a wall. Several structures may be configured to form a boundary. The boundary may be automatically adjustable, for example, depending on one or more specific fitness routines to be implemented. Calculated fitness parameters may be visually mapped on the structures of the system. | 11-29-2012 |
20120322522 | COMPUTER-READABLE RECORDING MEDIUM HAVING OBJECT CONTROL PROGRAM STORED THEREON, OBJECT CONTROL DEVICE, AND OBJECT CONTROL METHOD - An object control device includes an action control unit configured to control an action of a first object, an action of a second object, and an action of an item, in a virtual space. The object control device also includes an item/object storing unit configured to store first object identification information and item identification information in association with each other, when the action control unit controls the first object to possess the item. The object control device also includes a collision determining unit configured to determine whether the item and the second object have collided. When the collision determining unit determines that the item and the second object have collided, the action control unit acquires the first object identification information stored in association with the item identification information and controls the second object to perform a first action based on the first object identification information. | 12-20-2012 |
20120322523 | TARGET INTERFACE - A system for targeting and attack of one or more enemies in a game environment is provided. A player may designate an enemy or enemies on a display screen as a target and subsequently initiate an attack of the targeted enemy or enemies. The display allows for flexibility in choosing which enemies to attack. | 12-20-2012 |
20120329538 | MOBILE DEVICE CONFIGURED POINT AND SHOOT TYPE WEAPON - A mobile device is configured as a point and shoot type weapon for gaming, training, or the like. Utilizing the mobile device based weapon, such as a smart phone for example, a user thereof can simply aim the mobile device at a target and shoot. Shooting may be accomplished by tapping the mobile device, activating a button or soft key on the mobile device, making a gesture (e.g., moving a finger as if a trigger is being pulled), providing an audible command (e.g., “shoot”), or the like. | 12-27-2012 |
20130023314 | COMPUTER PROGRAM PRODUCT - An object of the present invention is to propose image processing technology whereby even a player with a low skill level can enjoy a shooting game with more excitement. To achieve this object, according to the present invention, if a player outputs a slow regeneration request signal when processing transits to the status where an enemy-character is about to fire a bullet, the enemy-character and the bullet fired by the enemy-character are regenerated slowly. By this, the player can aim at the bullet with extra time. | 01-24-2013 |
20130065655 | Simulation platform for planned athletic plays - Various embodiments relate to a method and related apparatus that simulates planned athletic plays. A device such as a touchscreen tablet or mobile device can use a simulation platform that produces a visualization of one or more athletes in a planned scenario. The platform can then display and/or animate the one or more athletes as they progress through multiple stages of a simulated athletic play. The simulated athletic play can be edited, saved, and sent to other devices, which may also play back the simulated athletic play. In some embodiments, a user can capture video or load saved video clips and associate such videos with the simulated athletic play or steps comprising part of the simulated athletic play. In some embodiments, a user can pause a simulated athletic play during playback to add and edit steps that comprise the play. | 03-14-2013 |
20130079071 | VIDEO GAME AND METHOD FOR EVALUATING AND IMPROVING OFFICIATING SKILLS - An interactive video game is provided on a video gaming system in which one or more sports teams having individual players compete in a simulated sporting event that has a set of rules enforceable by an official. A method of operating the video game includes allowing a user to control the actions of the official in enforcing the set of rules by manipulating a controller to provide input data, processing the input data and comparing the input data against a reference set of appropriate actions of the official, and assigning a performance grade to the user based on the comparison of the input data against said reference set of appropriate actions of the official. In this manner, the officiating skills of the user may be evaluated against a reference set of appropriate officiating calls or rulings involving the actions of the individuals in the simulated sporting event. | 03-28-2013 |
20130079072 | GAMING SYSTEMS, GAMING DEVICES AND METHODS WITH NON-COMPETITIVE PLAY AND OPTIONAL COMPETITIVE PLAY - In an embodiment, a gaming system includes a plurality of gaming devices and a controller configured to communicate with the gaming devices. The gaming system enables a plurality of players to play an interactive game in a non-competitive mode and in a competitive mode. If at least two players play the interactive game in the competitive mode, for a competitive wagering event, which includes a competition between two players, the gaming system determines a winning player and a losing player. The gaming system causes the winning player to contribute a winning player portion toward a wager associated with the competitive wagering event and causes the losing player to contribute a losing player portion toward the wager associated with the competitive wagering event. The losing player portion is less than the winning player portion. The gaming system randomly determines and provides any awards to the winning player based on the wager. | 03-28-2013 |
20130116019 | GAME MACHINE, PROGRAM FOR REALIZING GAME MACHINE, AND METHOD OF DISPLAYING OBJECTS IN GAME - A game machine is provided that displays an attack direction in a 3D virtual game space when a player character is attacked, such that the human player can readily recognize the attack direction. In the game machine that activates the player character and an enemy character that attacks the player character in a 3D virtual game space, the direction of the attack received by the player character from the enemy character is acquired based on player position information indicating the position of the player character and enemy position information indicating the position of the enemy character in the game space. Damage marks which are objects that indicate the attack direction are generated at positions corresponding to the attack direction in a player region set around the player character, and at least a part of the game space, including the player character and the damage marks, is displayed. | 05-09-2013 |
20130122977 | GAME MACHINE, PROGRAM FOR REALIZING GAME MACHINE, AND METHOD OF DISPLAYING OBJECTS IN GAME - A game machine is provided that displays an attack direction in a 3D virtual game space when a player character is attacked, such that the human player can readily recognize the attack direction. In the game machine that activates the player character and an enemy character that attacks the player character in a 3D virtual game space, the direction of the attack received by the player character from the enemy character is acquired based on player position information indicating the position of the player character and enemy position information indicating the position of the enemy character in the game space. Damage marks which are objects that indicate the attack direction are generated at positions corresponding to the attack direction in a player region set around the player character, and at least a part of the game space, including the player character and the damage marks, is displayed. | 05-16-2013 |
20130130758 | METHOD AND SYSTEM FOR PROVIDING VIRTUAL THROWING OF OBJECTS - An approach for providing virtual throwing of objects is described. Execution of virtually throwing an object as represented by a first application on a first mobile device is detected. Throwing data for the object using sensor information and location information of the first mobile device is determined. A second mobile device is selected as a candidate to virtually catch the object as represented by a second application on the second mobile device based on the throwing data and location information of the second mobile device. A successful catch of the object by the second mobile device is determined based on the throwing data and the location information of the second mobile device. | 05-23-2013 |
20130130759 | GAMES APPARATUS - Ball games apparatus for use by two or more players, comprises a playing wall with a plurality of targets arranged across at least one face of said playing wall, each target having a particular value associated therewith. In use, a player aims by kicking or throwing a ball or the like at the playing wall and scores points to the value of the target that is struck. The targets may correspond to balls of a conventional pool or snooker game, providing a similar scoring system to the table-based game but at the same time encouraging participation in physical activity. Added complexity is provided by means of ground markers randomly selected to denote which of a series of positions relative to the playing wall from which a player takes aim. | 05-23-2013 |
20130172058 | METHOD AND APPARATUS FOR VIDEO GAME SIMULATIONS USING MOTION CAPTURE - A method in a video gaming system including a processor, a memory and a sensor system for capturing body motion is described. In one embodiment, the body motion can be associated with a person pretending to hit or launch an object, such as an object used in a sporting activity. In general, body motion can be associated with any activity involving similar body motions that are repeated during the activity. In a video game generated by the video gaming system, a consistency with which the repeated body motions are made over time can be used to determine an outcome for a single instance of the body motion. In a particular embodiment, a probability of a more desirable outcome resulting from the single instance of the body motion can increase as the consistency with which the repeated body motions are made increases. | 07-04-2013 |
20130244740 | GAME SYSTEM, GAME PROCESSING METHOD, COMPUTER-READABLE STORAGE MEDIUM HAVING STORED THEREIN GAME PROGRAM, AND GAME APPARATUS - A plurality of players operate player characters using controllers. The player characters form a friend team to attack enemy characters. The player characters make attacks on the enemy characters by firing bullets into a game space using guns, in accordance with the operations of the respective players. If one of the player characters attacks another one of the player characters, a life of the attacked player character decreases, and a life item for restoring a life also appears in the game space. The attacked player character can restore a life by acquiring the life item. | 09-19-2013 |
20130288757 | DYNAMIC QUESTS IN GAME - Methods, systems, and computer programs are presented for executing a game and for creating computer-generated game quests, which are referred to as dynamic quests. One method includes an operation for identifying a template for creating a dynamic quest. The dynamic quest includes quest tasks and quest rewards, which are provided to a player upon completion of the quest tasks in the game. The template includes template tasks and template rewards. Further, the method includes an operation for selecting one or more template tasks for the quest tasks, and an operation for selecting one or more template rewards for the quest rewards. The dynamic quest is created in the game with the selected one or more template tasks and the selected one or more template rewards. | 10-31-2013 |
20130303245 | GAME DEVICE, METHOD OF CONTROLLING A GAME DEVICE, GAME SYSTEM, PROGRAM, AND INFORMATION STORAGE MEDIUM - A game system ( | 11-14-2013 |
20130310122 | Composition production with audience participation - Methods are provided for enabling audience members at a live or substantially live performance to interact with performers and participate in the performance. | 11-21-2013 |
20130331157 | PROGRAMMABLE GAME-BASED HAPTIC ENABLED GUN CONTROLLER - Various systems, game controllers, and methods for simulating various objects such as weapons are provided. For example, a game controller may include a trigger, a processor within the body that receives a trigger signal when the trigger is activated by the user. The processor may communicate with a computer running a software program such as a gaming application, and an actuator coupled to the trigger, the actuator configured to output a haptic effect to the trigger in response to receiving a control signal from the processor. The game controller may simulate a gun and generate a recoil effect. In some embodiments, the recoil effect may be generated by impacting a moving mass from a discharge end of the gun to a handle end of the gun. In some embodiments, the recoil effect may be generated by using a body part of a user as a tether. | 12-12-2013 |
20140031097 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 01-30-2014 |
20140038677 | TRAJECTORY-BASED 3-D GAMES OF CHANCE FOR VIDEO GAMING MACHINES - Trajectory-based games of chance are described that may be implemented on a video gaming machine. In a trajectory-based game of chance, a trajectory of a game object may be generated in a 3-D gaming environment. A wager may be made on an aspect of the game object's trajectory in the gaming environment such as a termination location for the trajectory of the game object. The aspect of the game object's trajectory may occur according to a known probability. Hence, an award for the trajectory-based game of chance may be proportional to the probability of the aspect of the game object's trajectory occurring. | 02-06-2014 |
20140045564 | ANTI-CHEATING METHOD AND SYSTEM FOR ONLINE GAMES - An anti-cheating method for online games between a server and a client is provided. The server receives launch parameters of a projectile from the client, wherein the launch parameters are determined based on user operation commands obtained by the client. The server calculates a trajectory of the projectile based on the launch parameters. The server sends the trajectory of the projectile to the client such that the client shows launch of the projectile based on the trajectory of the projectile. | 02-13-2014 |
20140094231 | STANDARD AND METHOD FOR QUICK DRAW CONTEST SIMULATION - A system and method for a quick draw contest simulation involves two players using weapons to fire non-lethal projectiles or infrared signals at each other. Optional draw sensors, such as pressure sensors, contact sensors or switches, may be used to determine draw times based on when the players touch their weapons or remove them from their holstered positions. Firing sensors, such as motion detectors, pressure sensors, or infrared receivers, are used to determine firing times when the weapons are fired and optionally, also whether the projectiles or infrared signals hit the opposing players. The firing sensors and optional draw sensors communicate with a processor which executes program instructions stored on a memory component to determine a contest winner based on firing times and whether the opposing player was hit. The processor also causes an output device to indicate the contest winner and performance metrics of the players. | 04-03-2014 |
20140200059 | SYSTEMS AND METHODS FOR SIMULATING A PARTICULAR USER IN AN INTERACTIVE COMPUTER SYSTEM - Systems and methods for simulating a user's behavior in an interactive computer system are provided. For example, a computer program product includes a simulator configured to simulate a user interacting with a computer program. The simulator includes a learning mode of operation and a simulation mode of operation. During the learning mode, for example, the simulator is configured to monitor the user's interaction with the computer program for one or more events and analyze one or more current circumstances during the occurrence of the one or more events, and further, to record at least one user input in response to the occurrence of at least one event, store the at least one user inputs in at least one data field, and associate the at least one data field with the at least one events and the at least one current circumstances. | 07-17-2014 |
20140213332 | TARGET GAME INCORPORATING STRATEGY ELEMENTS - A video game combines finger swiping to hurl a projectile at a target, with strategic elements arising from various combinations of player and target characteristics. User actions such as a direction of finger swipe against a touchscreen, a speed of finger swipe against the touchscreen, and/or a length of finger swipe against the touchscreen, may determine the trajectory and/or force of the projectile. The player may dynamically select specific roles from a plurality of cards available in a deck, with the particular role determining game parameters such as offensive effectiveness and defensive strength. The game may incorporate one or more strategic concepts such as the ability to combine roles, the evolution of roles over time, and the selective enlistment of allies. | 07-31-2014 |
20140221061 | CONTROL OF VEHICLES IN THREE DIMENSIONAL VIRTUAL ENVIRONMENTS - Methods and systems for controlling vehicles within graphically simulated environments are described herein. A video game such as a vehicle-based combat game may have vehicles (such as airplanes) operating in a simulated three dimensional space. In a destination based control mode, users may partially control vehicles using two-dimensional input devices by inputting a new destination for the vehicle to go to, and the game's control logic may then automatically calculate how to control the vehicle toward the new heading. Fight and assault (bombing) control sub-modes may be provided. In addition, in an immediate control mode, a user may provide input that indicates a direction and speed of rotation, to provide more direct control of a vehicles control systems and/or control surfaces. | 08-07-2014 |
20140243057 | METHOD AND APPARATUS FOR PROCESSING CONTROL SIGNALS OF AN ACCESSORY - A system that incorporates the subject disclosure may include, for example, a system having a processor that performs operations including receiving from a computer accessory a control signal for controlling a software application, determining a result that would arise if the control signal is supplied to the software application, and generating an updated control signal to produce a desired result responsive to detecting that the result is undesirable. Additional embodiments are disclosed. | 08-28-2014 |
20140243058 | SHOOTING GAME CONTROL METHOD AND GAME SYSTEM - According to one embodiment, a shooting game control method, which is executed by a computer incorporated in a device including a display and a touch panel, includes accepting a touch operation on the touch panel; displaying a first frame indicative of a shooting effective range on the display in accordance with a position of the touch operation; accepting an instruction for an attack on an attack target in a state in which the first frame is displayed; determining whether the attack target in a game image displayed on the display is within the first frame or not, at a time point when the instruction for the attack has been accepted; and controlling the attack on the attack target in the game image in accordance with a result of the determining. | 08-28-2014 |
20140243059 | HEAD-TO-HEAD AND TOURNAMENT PLAY FOR ENRICHED GAME PLAY ENVIRONMENT - Methods and systems for enhanced head-to-head hybrid gaming are provided. An enhanced head-to-head hybrid game has a gambling game with a real world engine that provides a randomly generated payout for the gambling game, an entertainment software engine that executes an entertainment game providing outcomes upon a player's execution of the entertainment game, and a game world engine that manages the entertainment software engine and communicates gameplay gambling event occurrences based upon a player's execution of the entertainment game that trigger the gambling game. A global betting manager receives player performance measurements from the game world engine, determines tournament eligibility, assigns a tournament handicap based at least in part upon the performance measurements from the game world engine and sends information concerning these parameters to the game world engine which is configured to implement each assigned handicap and tournament eligibility within the enhanced head-to-head hybrid game. | 08-28-2014 |
20140256389 | MOBILE GAME APPLICATION - A game application for use on a portable electronic device comprises an asset creation interface and a projectile launching game screen. The asset creation interface includes an image source selection interface, an asset bank, an image editor, an object editor, and a scene editor. A user may import an image or take a picture with the camera of the mobile device, edit the image in the image editor, create projectiles, targets, launchers, and backgrounds in the object editor, and create scenes including various projectiles, targets, launchers, and backgrounds in the scene editor. The user may select the assets (projectiles, targets, launchers, backgrounds, and scenes) to be used in a projectile launching game and share assets with other users via social media outlets over a wireless network. | 09-11-2014 |
20140274239 | COMPUTER READABLE MEDIUM RECORDING SHOOTING GAME - Provided herein is a computer readable medium recording a shooting game. The shooting game includes a character moving module, a screen moving module, a focusing module, and an attack module. The character moving module moves the location of a character. The screen moving module senses the movement of a terminal using a gyrosensor and then moves the game screen depending on the variation in the angle of the terminal. The focusing module senses dragging when a drag icon is dragged. The attack module generates an attack signal to the center of the game screen at the time at which the dragging is terminated. The attack module generates a hitting signal for the character when the character is located at the center of the game screen at the time at which the dragging is terminated, or a preset time after the time at which the dragging is terminated. | 09-18-2014 |
20140302898 | WAGERING GAME HAVING A SKILL-COMPENSATION FEATURE - A gaming system and method includes receiving a wager input indicative of a wager to play a wagering game including a skill-based game. A skill-based input indicative of play of the skill-based game is received receive via at least one of the one or more input devices. A skill-level adjustment is applied to the skill-based game to decrease the skill-level needed to achieve an award outcome in the skill-based game. The skill-level adjustment includes compensating for the received skill-based input. An outcome of the skill-based game is determined. The outcome is based at least in part on the compensating for the received second input. In response to the outcome being an award outcome, an award is provided for the skill-based game. | 10-09-2014 |
20140323187 | VIRTUAL HUNTING DEVICES AND USES THEREOF - Embodiments of the present invention concern a virtual hunting apparatus that employs an imaging device mounted on top of the barrel of a simulated firearm such as a rifle or other toy. A cable can be used to connect the imaging device to the trigger of the simulated firearm. An imaging device can run a variety of applications and play videos. Pulling the trigger of the simulated firearm takes a picture of a target animal, records a video or plays a video of interest within the imaging device, without displacing a bullet or pellet to injure or kill the target animal. | 10-30-2014 |
20140342788 | METHOD OF APPLYING MULTIPLE CROSSHAIRS AND RECORDING MEDIUM HAVING STORED THEREON PROGRAM FOR EXECUTING THE SAME - Provided is a method of applying multiple crosshairs, and more particularly, a method of applying multiple crosshairs in a shooting game, in which a background and a target are displayed on a screen by a user's operation and crosshairs are displayed on the screen. The method comprises displaying multiple crosshairs on the screen, and upon receiving a shooting instruction, shooting a projectile toward the crosshairs. | 11-20-2014 |
20140349722 | SYSTEM FOR PROVIDING COMPETITION GAME USING PLURALITY OF GAME CONTENTS, AND METHOD AND PROGRAM USING THE SYSTEM - A system according to an embodiment allows a player to easily enjoy a competition game using a plurality of game contents while feeling the playability. The system includes: a game progress control unit; an information storage unit; a first formation setting unit for setting formations used by the player and an opponent and arrangement of athlete cards to a plurality of positions constituting the formations; a first competition processing unit for performing a competition process in a first half based on the formations and information on the arranged athlete cards; a second formation setting unit for setting, after the competition process in the first half, formations to be used by the player and the opponent and the arrangement of the athlete cards; and a second competition processing unit for performing a competition process in a second half based on the set formations and the information on the arranged athlete cards. | 11-27-2014 |
20140364180 | PREDATOR 80 SYSTEMS - A video game control device is designed as a toy gun which may be compatible with a plurality of video game consoles having combat-style video games for providing video game enthusiasts with a control stick in the form of a semi-automatic rifle which compliments the game itself. | 12-11-2014 |
20140370948 | SYSTEM, METHOD, AND COMPUTER-READABLE RECORDING MEDIUM FOR PROVIDING DUAL MODE WEAPONS IN AN ONLINE FIRST PERSONAL SHOOTER GAME - The present invention includes a game contents server that provides a plurality of users connected through an Internet network with the contents of an online first personal shooter game, in which the game contents server includes a dual processing module that provides the uses two or more weapons of a plurality of weapons in the process of a mission of the game, holds two weapons selected by the users to the left side and the right side, respectively, determines new one characteristic parameter by combining a characteristic parameter of the weapon at the left side and a characteristic parameter of the weapon at the right side, and applies the determined new one characteristic parameter to setting a target. | 12-18-2014 |
20150011278 | METHOD FOR PROVIDING AN ONLINE SPORTS GAME PROVIDING ABILITY COMPENSATION FOR BEGINNER USERS, AND SYSTEM FOR SAME - A method for providing an online sports game is implemented in an online sports game providing system that provides an online sports game to users through a plurality of game clients. The method includes (a) checking whether the plurality of users of each participating team of a pair of teams participating in a match have relationships of friendship, (b) strengthening and compensating for the ability of player characters belonging to a sports team of first users at the lowest level, and (c) providing a match for an online sports game. By compensating for and increasing the ability of player characters belonging to a beginner user sports team, a beginner user may enjoy the game on equal terms with an existing user, and the rate of new user dropout may be minimized. | 01-08-2015 |
20150018057 | Simulated Shooting System and Method - A shooting simulation system. The system includes a plurality of communication devices with each communication device associated with a separate player. In addition, each mobile phone includes an A-GPS device for determining a location indicia of the communication device and a mechanism for communicating the location indicia to a network. A game server communicates with the network for relaying the location indicia of each communication device to all of the communication devices. Each communication device includes a mechanism for determining a directional orientation of the communication device when aimed and a processor for determining if a simulated targeting of another player is a hit or miss based on the location indicia of a shooting communication device, the location indicia of a communication device of a targeted player, and the directional orientation of the shooting communication device. | 01-15-2015 |
20150031421 | METHOD AND APPARATUS FOR PROVIDING ONLINE SHOOTING GAME - The present disclosure relates to providing an online shooting game by a game server communicatively connected to a player terminal. The player terminal may display a virtual online shooting game environment based on information received from the game server. Providing an online shooting game may include: selecting a basic identification range within a virtual online shooting game environment displayed on the player terminal; detecting one or more enemy characters that are within the basic identification range; determining one of the detected one or more enemy characters as an automatic tracking object; and allowing an aiming point to automatically track movement of the automatic tracking object within the basic identification range. | 01-29-2015 |
20150057056 | MOVING CONTROL DEVICE, MOVING CONTROL METHOD, AND INFORMATION RECORDING MEDIUM - An obtaining unit of a moving control device obtains a first contact position and a second contact position on a touch panel. A determination unit determines information about a trajectory of a moving object in a virtual space based on the first contact position and second contact position. A moving control unit moves the moving object in the virtual space based on the information. | 02-26-2015 |
20150080071 | AUGMENTED REALITY FIREARM COMBAT SIMULATOR - A software application for portable computing devices adapted to simulate weapon combat. A camera is used to display images onto a display screen of the computing device. The image may be modified based on a set of predefined criteria. The predefined criteria may vary based on a virtual weapon being used, environmental conditions, and other factors. Responsive to user input, the current image is captured. The time of the image capture, the geographic location of the user, and identification of the enemy depicted in the image are transmitted along with the image to a centralized server. The time stamp of each transmitted image is analyzed to confirm that the user had not been eliminated prior to capturing the image. Explosives are simulated by using the GPS to determine the location of the explosion and the damage radius. | 03-19-2015 |
20150094127 | SWIPE-DIRECTION GESTURE CONTROL FOR VIDEO GAMES USING GLASS INPUT DEVICES - Methods, systems, and computer programs are presented for handling a touch input to a game executed on a device. The method includes the operation of rendering the game on the device. The device includes a touch screen for receiving touch input from a user. The game renders a game object that is moveable in one or more directions within a scene of the game. A touch input is detected from the touch screen when the game object is selected for movement. The touch input is analyzed to determine if the touch input is a movement gesture with a swipe profile and a direction. When the touch input is a movement gesture, the game object is caused to move along the direction defined by the touch input. | 04-02-2015 |
20150119121 | GAME SYSTEM, CONTROL METHOD USED THEREIN, AND NON-TRANSITORY COMPUTER READABLE STORAGE MEDIUM - The game system provides a game in which, by a player operating a touch panel when an object reaches a first determination line, the object can be hit back to a second determination line. The game machine includes a detection unit that detects tilting of the game machine. In a case that the detection unit detects tilting of the game machine when the player operates the touch panel, in a partial section of a moving path, the object moves at a moving speed that is set according to the tilting, and, in a remaining section, the object moves at a moving speed that is set so that the object moves from the first determination line to the second determination line in a setting time. | 04-30-2015 |
20150141100 | Error Correction System and Method for a Simulation Shooting System - An error correction system for a shooting simulation system. The error correction system includes a mechanism for gathering and storing historical data of a communication device utilized in a shooting simulation system. The historical data includes hit and miss results of the communication device in a targeting of a target over a predetermined period of time. The system also includes a processor for analyzing the historical data of the communication device to determine errors caused by the communication device. The processor determines an error correction to correct the errors caused by the communication device. The processor then implements the error correction to determine a hit or miss of a targeting of a target. The error correction system may also utilize historical data from shots taken by a shooter and motion of the communication device being aimed immediately prior to targeting a target to determine an appropriate error correction. | 05-21-2015 |
20150290542 | DEVICE, GAME AND AUTOMATIC CONTROL METHODS THEREFOR - In an embodiment there is provided a device having a user interface configured to display a game board having a plurality of game objects, each game object having one or more characteristics stored in at least one memory, said user interface being configured to receive user input, and at least one processor in connection or communication with the at least one memory and the user interface and configured to display a game area having a plurality of game objects, each having at least one or more characteristics, provide a user object configured to target and release a user projectile associated with said user object at said game objects in response to user input, determine a return trajectory of said projectile once released, and automatically reposition said user object on the displayed game board in response to said determined return trajectory to associate said user object with the returning projectile. A method, computer program and computer program product are also described. | 10-15-2015 |
20150346964 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, CONTROL METHOD OF COMPUTER, AND COMPUTER - A non-transitory computer-readable storage medium stores a game program that processes progress of a game using a plurality of game mediums. The game program causes a computer to execute functions including: moving each of the game mediums along a predetermined path in a game field that includes a plurality of regions; displaying a selection object configured to select at least one of the plurality of regions so that the selection object flies out according to an operation detected by a certain input unit; receiving, via the certain input unit, an indication of at least one region among the plurality of regions selected by the selection object; and changing, responsive to the received indication of the selected at least one region, an attribute set in the selected at least one region to change the predetermined path where the respective game medium moves. | 12-03-2015 |
20150375110 | SYSTEMS AND METHODS FOR SHOOTING IN ONLINE ACTION GAMES USING AUTOMATIC WEAPON AIMING - Described is a gaming client computerized system for enabling an automatic aiming of a game weapon, the gaming client computerized system comprising a central processing unit, a network interface for connecting to a gaming server computerized system via a network; and a memory, the memory storing: a user interface module for receiving a weapon aiming information from a game player; a weapon aiming direction identification module for determining a plurality of aiming directions for the game weapon based on the received a weapon aiming information; a priority calculation module for calculating a priority value for each of the determined plurality of aiming directions for the game weapon based on location of one or more targets within the game; and a weapon aiming direction selection module for selecting one of the plurality of the determined aiming directions for the game weapon based on the calculated priority values. | 12-31-2015 |
20160030850 | SYSTEM AND METHOD FOR MULTIPLAYER FISHING GAME WITH CASTING INTERFACE - A multiplayer fishing game with a casting interface, comprising a processor and a user interface device coupled to the processor and configured to generate user-selectable controls in response to data received from the processor. A casting user interface operating on the user interface device and the processor, the casting user interface having a first indicator for selecting a casting power and a second indicator for selecting a casting accuracy. The casting user interface is configured to allow a user to activate a control a first time to stop a dynamic feature of the casting user interface to select the casting power and to activate the control a second time to stop the dynamic feature of the casting user interface to select the casting accuracy. | 02-04-2016 |
20160084605 | METHODS AND APPARATUSES FOR HAPTIC SYSTEMS - Methods and apparatuses are provided that include linear motors and controllers configured to simulate haptic feedback for gaming devices and simulations systems, including gaming firearms and other peripheral devices used in various gaming environments. | 03-24-2016 |
20160107079 | Fantasy Sports Game - A fantasy sports game allows a user to obtain a roster corresponding to a real-life sports team's roster and adjust the roster via transactions based on real-life transactions. The participant's roster is scored against the real-life sports team's roster. | 04-21-2016 |
20160107080 | INFORMATION PROCESSING APPARATUS, COMPUTER-READABLE NON-TRANSITORY STORAGE MEDIUM HAVING STORED THEREIN INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING METHOD, AND INFORMATION PROCESSING SYSTEM - An input from an input device including a first input section and a second input section is received. A direction of movement of a player object is set based on the input from the first input section, and a direction relating to an action of the player object other than the movement is set based on the input from the second input section. Further, an image taken by a first virtual camera is displayed on a first display area, based on the direction of movement of the player object, and an image taken by a second virtual camera is displayed on a second display area, based on the direction relating to the action of the player object other than the movement. The first virtual camera and the second virtual camera are present in the same virtual space, and take images from different positions and/or different directions in the virtual space. | 04-21-2016 |
20160107094 | FLYING BATTLE GAME SYSTEM USING MULTIROTOR-TYPE FLYING ROBOTS, AND FLYING BATTLE GAME METHOD USING THEREOF - A flying battle game system using multirotor-type flying robots, and a flying battle game method using thereof are disclosed. In some embodiments, under the system, each multirotor-type flying robot runs an offline flying battle game, and the robot contains a body in which a battery is equipped; a propulsion unit that comprises a plurality of propellants that receive power supply to move from the battery; an infrared (IR) transmitting/receiving unit at the body that transmits and receives IR signals; an illumination unit at the body that flickers in different patterns according to the robot's flying motion; and a control unit at the body that receives control signals from a wireless manipulator and then controls the IR transmitting/receiving unit, the illumination unit and movements of the propellants, wherein the propulsion unit lets the multirotor-type flying robot have flying motions of perpendicular ascent and drop by rotary propellers' motion according to a rotation of a motor that works by power supply from the battery. | 04-21-2016 |
20160109940 | Electronic Device Displays an Image of an Obstructed Target - An electronic device determines information about a target and provides the information to another electronic device that has an obstructed view of the target. The other electronic device displays an image of the target with an orientation and a location of the target. | 04-21-2016 |
20160184698 | AN INTERACTIVE LASER TAG SYSTEM AND A METHOD OF USING THE SAME - An interactive laser tag system for entertaining multiple play participants or players is disclosed. The system comprises toy laser weapons for each of the players; a wireless module or data communication; a server for the login of the player of the game; and a Global Positioning System (GPS) use for providing locations of the players. The present invention also relates to a method of using the laser tag system in a tagging game. | 06-30-2016 |
20170232345 | GAME CONSOLE AND GAMING OBJECT WITH MOTION PREDICTION MODELING AND METHODS FOR USE THEREWITH | 08-17-2017 |
20170232346 | GAMING OBJECT WITH ORIENTATION SENSOR FOR INTERACTING WITH A DISPLAY AND METHODS FOR USE THEREWITH | 08-17-2017 |
20190147706 | GAMING SYSTEM IN WHICH SKILL LEVEL IS DETERMINED AND USED TO VARY GAME PLAY DIFFICULTY | 05-16-2019 |