KABUSHIKI KAISHA SQUARE ENIX (also trading as SQUARE ENIX CO., LTD.) Patent applications |
Patent application number | Title | Published |
20160112353 | METHOD AND APPARATUS FOR JOINING ELECTRONIC CONFERENCE - According to the present invention, even while a chat opening process is in progress, users can join chats by means of a simple procedure from a video game machine. Once a chat has been opened, an invitation signal can further be transmitted to other chat guests. A video game machine of an expected guest receiving the invitation signal displays a screen prompting the guest to enter the chat room, and the expected guest can join the chat by transmitting an enter room signal to a database. At this time, a chat answer signal indicating that the expected guest accepts the invitation from a chairman is transmitted from the expected guest to the chairman. | 04-21-2016 |
20150224397 | AUTOMATIC MOVEMENT OF PLAYER CHARACTER IN NETWORK GAME - A player participating in a network game moves a player character of the player by manipulating a video game apparatus of the player. As the player performs an autopilot operation, the video game apparatus moves the player character as an autopilot PC. A server apparatus manages the game which progresses according to the movement of each character, and transmits progress information of the game to the video game apparatus of each player participating in the network game. The movement of the autopilot PC is decided based on an action log recording the action of the player character responding to the manipulation of the player. | 08-13-2015 |
20150174483 | APPARATUS AND METHOD FOR DISPLAYING PLAYER CHARACTER SHOWING SPECIAL MOVEMENT STATE IN NETWORK GAME - In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move. | 06-25-2015 |
20150126277 | DATA PROVISION SYSTEM, PROVISION APPARATUS, EXECUTION APPARATUS, CONTROL METHOD, AND RECORDING MEDIUM - A provision apparatus provides data for a game content to an execution apparatus which generates a game screen for the game content by executing rendering processing for the game content. The apparatus receives, from the execution apparatus, a provision request of a first data, which at least includes a minimum required data on the execution start timing of the rendering processing for the game content, among the data for the game content, and a provision request of a second data among the data for the game content other than the first data, and transmits corresponding data to the execution apparatus. The apparatus receives the provision request of the second data from the execution apparatus after completing the transmission of the first data. | 05-07-2015 |
20150119143 | NETWORK GAME SYSTEM FOR EXECUTING EVENT IN NETWORK GAME - A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus. | 04-30-2015 |
20150111628 | GAME SYSTEM - A game system is provided in which, when data is transmitted to a game apparatus of a receiver side, the influence which the transmitted data has on a game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased. The game apparatus includes a display in which a field map represents all or part of a game field in a plan view as seen from the above. A placement request icon is displayed on the display. When touching the placement request icon, a sub-character can be placed at a position where a main character is located. When a sub-character icon is selected and content of an event is determined, the sub-character is placed. When a communication connection with a different game apparatus is established, information related to the placed sub-character is transmitted. | 04-23-2015 |
20140309027 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game while displaying a three-dimensional avatar, arranged within a virtual space, on a display screen of a the display device is provided. A three-dimensional partial model is generated on the basis of two-dimensional image data inputted by a user of the video game processing apparatus. The three-dimensional partial model constitutes at least apart of a body of a three-dimensional avatar, including a face portion of the three-dimensional avatar. A plurality of three-dimensional partial models thus generated is stored in a three-dimensional partial model memory. At least one three-dimensional partial model for each scene in the video game is specified from the plurality of three-dimensional partial models. The display device is caused to display the three-dimensional avatar, which includes the specified three-dimensional partial model, in a corresponding scene on the display screen. | 10-16-2014 |
20140302923 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. A plurality of players addresses a common task in the video game. Task related information that indicates a task that a player can challenge in the video game is stored in a task related information memory. When a task providing request is received from the player, the video game processing apparatus specifies a task corresponding to the task providing request, and generates other player related information. The other player related information indicates other player corresponding to the specified task. A task screen showing the specified task is then displayed. At least part of the generated other player related information is also displayed on the task screen. | 10-09-2014 |
20140297735 | DATA TRANSMISSION AND RECEPTION SYSTEM - [Problem] The problem to be solved by the present invention is increasing speed of data transmission while resolving the problem of bottlenecks that occur when content data is distributed to client terminals in a server-client system. | 10-02-2014 |
20140287830 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A display device is caused to selectably display panels in a predetermined area of a display screen in a predetermined arrangement pattern. When selection of at least one displayed panel is received from a user of a video game processing apparatus, the selected panel and the number of panels are specified. It is determined whether the number of panels satisfies a skill activating condition of a player character or not by referring to skill related information. The skill related information is stored in a skill related information memory. The skill related information contains player character information indicating the player character, skill information indicating a skill, and the skill activating condition indicating an activating condition of the skill. In a case where it is determined that the number of panels satisfies the skill activating condition, action processing for the skill by the player character is carried out. | 09-25-2014 |
20140256433 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. The video game processing apparatus determines whether a predetermined command is received at least a predetermined number of times when a predetermined period of time is measured from a time when a time measuring start condition is satisfied. A specific process corresponding to the fact that the predetermined command is received for the predetermined number of times is carried out when the predetermined command is received the predetermined number of times. In this case, it is confirmed whether a reception number reaches the reception upper limit number when the predetermined command is received, and it is determined that the predetermined command is received when the reception number does not reach the reception upper limit number. | 09-11-2014 |
20140213356 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. A plurality of players carries out actions in turn in the video game, by which a predetermined action effect is generated. Action information in which an action and a support effect are associated with each other is stored in an action information memory. A player of the video game processing apparatus can carry out the action in the video game. The support effect is an effect generated in the video game due to an action. When an action executing request is received from the player, a support effect is set up in correspondence with the received action executing request. The support effect that has been set up before the action executing request is received is generated in a case where the action executing request is received. | 07-31-2014 |
20140200083 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a multiplayer participatory video game is provided. A player plays the multiplayer participatory video game using a game medium in which parameters are set up. The video game processing apparatus includes a virtual mission information memory for storing virtual mission information. The virtual mission information is information on virtual missions. The player works on one of the virtual missions using the game medium. The video game processing apparatus provides the virtual mission to the player on the basis of the virtual mission information. The video game processing apparatus gives other player a game medium associated with the player using the game medium. The other player is associated with the game medium used in the virtual mission. | 07-17-2014 |
20140162780 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - An event information memory for storing event information and an event management information memory for storing event management information are provided. The event information contains an event and an event execution time defined in advance as time from start of the event to its end. The event management information contains executing event related information on an executing event and a maximal allowed time that is allowed as the maximum of a total time of a remaining time of each executing event. The executing event related information is updated in accordance with elapse of time. A display device is caused to display an event progress status graph on a display screen of the display device on the basis of the event management information. The event progress status graph indicates a status of the remaining time of each of the executing event in the maximal allowed time. | 06-12-2014 |
20140155157 | RHYTHM GAME CONTROL APPARATUS AND RHYTHM GAME CONTROL PROGRAM - A rhythm game control apparatus for controlling progress of a rhythm game is provided. Basic music score information indicating a basic music score on which a trigger arrangement permissible mark is arranged and music score information indicating a music score are stored. A display device is caused to display a music score editing screen on which the basic music score can be edited. The trigger is arranged on the basic music score in accordance with a trigger arranging request received from a player when an arranging request position of the trigger by the trigger arranging request is an arrangement permissible position at which a trigger arrangement permissible mark is arranged. The music score information is registered in the music score information memory indicating the music score for which the trigger is arranged on the basic music score and the basic music score is thereby edited. | 06-05-2014 |
20140128154 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game including a turn-based battle against an enemy character by displaying a player character on a display screen of a display device includes a profile information storage section for storing summon admissibility information in which a battle command used in the turn-based battle is associated with other player character that carries out an action corresponding to the battle command; receives the summon admissibility information from other video game processing apparatus in which the other player character is used as a main character; receives a summoning request indicating a usage request of the summon admissibility information in the turn-based battle; determines summon admissibility information to be used in a case where the summoning request is received; and summons the other player character indicated by the determined summon admissibility information to be caused to carry out the action. | 05-08-2014 |
20140066200 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM PRODUCT - A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device. Object information on an object that appears in the video game indicates an action possible range, in which the object can carry out a predetermined action against the player character, and the content of the predetermined action. In a case where a movement starting operation for the player character is received, the player character is caused to move in accordance with the received movement starting operation. It is determined whether the movement of the player character is terminated within the action possible range. The predetermined action by the object corresponding to the action possible range is carried out in a case where it is determined that the movement of the player character is terminated within the action possible range. | 03-06-2014 |
20140066195 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM PRODUCT - A video game processing apparatus is provided for controlling progress of a video game while displaying a player character on a display screen of a display device provided with a touch panel. The video game processing apparatus is provided with a virtual controller information memory for storing virtual controller information on a virtual controller. The display device is caused to display the virtual controller on the display screen on the basis of the virtual controller information. In a case where an operational input to the virtual controller displayed on the display screen is received, the video game processing apparatus updates a shape of the virtual controller on the basis of the virtual controller information, and controls an action of the player character on the basis of the received operational input. The operational input may include a slide operation and a tap operation, for example. | 03-06-2014 |
20140057718 | METHOD FOR DISPLAYING CHAT WINDOW APPLIED TO NETWORK GAME - Players input their messages in their video game apparatuses and the messages are once collected at a server apparatus, thereafter they are distributed to all video game apparatuses from the game server apparatus. In a display screen of each video game apparatus, a chat window is displayed in order to display messages exchanged between the players on a game screen including a field and characters of the game. The chat window is sequentially enlarged up to a preset maximum number of lines when a new message is received from the game server apparatus. The chat window is sequentially reduced to the preset minimum number of lines when a predetermined time passes without any reception of new message or when the player performs a specific operation. | 02-27-2014 |
20140024452 | APPARATUS AND METHOD FOR DISPLAYING PLAYER CHARACTER SHOWING SPECIAL MOVEMENT STATE IN NETWORK GAME - In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move. | 01-23-2014 |
20140018174 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game by displaying an object on a display screen of a display device is provided. The video game processing apparatus includes a plurality of touch panels respectively provided on a plurality of surfaces of all of surfaces on a housing of the video game processing apparatus. The video game processing apparatus receives a touch operation for any one of the plurality of touch panels, and determines which surface of the housing contains the touch panel for which the touch operation is received. The video game processing apparatus carries out a predetermined representation against the object displayed on the display screen from a side of the determined surface. The predetermined representation includes a representation indicating an attack against the object from the side of the determined surface. | 01-16-2014 |
20130331182 | GAME APPARATUS AND GAME PROGRAM - A task of the present invention is to prevent timings of a plurality of objects to arrive at the same destination from becoming uncoordinated and perform efficient computation processing to perform control of moving a plurality of objects in game space to the same destination. A movement control unit of the present invention reads information related to a moving speed of each player object from an object memory unit to perform control of moving a plurality of plurality objects. Further, the movement control unit determines a party moving speed for moving a plurality of player objects as a party based on the read information related to the plurality of moving speeds. Furthermore, the movement control unit performs control of moving a plurality of player objects according to the party moving speed. | 12-12-2013 |
20130316817 | INFORMATION PROCESSING APPARATUS, METHOD FOR INFORMATION PROCESSING, AND GAME APPARATUS - User's error operation is prevented by effectively distinguishing an inputting operation of specifying an area on a display screen from a touching or click inputting operation of specifying one point and an operation of sliding an input of one point while continuing inputting the point. The present invention determines a coordinate of a first intermediate point calculated from coordinates of first two points based on the coordinates of the first two points simultaneously inputted to a coordinate input unit, and determines a coordinate of a second intermediate point calculated from coordinates of last two points based on the coordinates of the last two points detected immediately before the coordinates of the two points stop being simultaneously inputted. Further, the present invention defines an area on a display screen of a display unit based on the coordinate of the first intermediate point and the coordinate of the second intermediate point. | 11-28-2013 |
20130307850 | ACTION MODELING DEVICE, METHOD, AND PROGRAM - Actions of a player character in a virtual three-dimensional space are determined for each of the extremities. The position of the end portion of each extremity is determined in the local coordinates of the extremity, with the fixed portion being the reference position. The position of the end portion is determined within a pre-defined range of access, then the joint angle of the intermediate portion is fixed, and the position of the intermediate portion is determined from the angle of rotation about the axis connecting the fixed portion and the end portion. The position of the intermediate portion is determined as angular information within the range of motion of the intermediate portion, which is defined in accordance with the position of the end portion. The shape of each extremity of the character is determined by the positional information about the end portion and the angular information about the intermediate portion. | 11-21-2013 |
20130293538 | OBJECT OPERATING DEVICE AND METHOD, AND PROGRAM - Motion data to be inserted between two different object actions that include a rotating action and are to be successively performed are generated so that the two actions are smoothly connected. Respective elements d required to define a transitional motion action are calculated from the respective frames after the end point of the former motion and before the start point of the latter motion. As for the three-dimensional rotation R(t) that defines the posture in each frame, independent linear values rx(t), ry(t), and rz(t) are calculated as values approximating the three-dimensional rotation R(t) by using exponential maps. The velocity components of the respective elements d are determined, and the largest value of the absolute values of the velocity components in each of the post-end frames and the pre-start frames is extracted as an interpolating velocity v(t). The respective elements d(t) in each of blended transitional motion frames can be determined. | 11-07-2013 |
20130281201 | VIDEO GAME CONTROL SERVER, VIDEO GAME CONTROL APPARATUS, AND VIDEO GAME CONTROL PROGRAM PRODUCT - A video game control server controls progress of a video game via a communication network. The video game is carried out by video game control apparatuses respectively operated by a plurality of players. Progress status information indicating a status of progress of the video game for each of the plurality of players is stored in a progress status information storer. By referring to the status of the progress of the video game for each of the plurality of players, it is determined whether the number of players who satisfy a predetermined achievement condition of the plurality of players belonging to a group reaches a predetermined number or not. A special game is caused to start in a case where the number of satisfied players reaches the predetermined number. The special game is played by the players of the predetermined number who satisfy the predetermined achievement condition. | 10-24-2013 |
20130281186 | VIDEO GAME CONTROL SERVER, VIDEO GAME CONTROL APPARATUS, AND VIDEO GAME CONTROL PROGRAM PRODUCT - A video game control server for controlling progress of a video game via a communication network is provided. A game board information on a game board formed in a matrix manner is stored in the video game control server. It is determined whether a clear condition is satisfied or not. The clear condition associated with each of a plurality of squares on the game board is cleared by playing the video game by a player. In a case where it is determined that the clear condition associated with a square is satisfied, the square is set up to a condition accomplished square. In a case where a square is newly set up to a condition accomplished square and an arrangement pattern of the condition accomplished squares on the game board thereby becomes a predetermined privilege applying pattern, a privilege is applied to the player. | 10-24-2013 |
20130260897 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM PRODUCT - A video game processing apparatus for managing progress of a fighting game in which participating characters of a predetermined participation number participate along with a player character by receiving information necessary for the fighting game from other apparatuses is provided. The participating characters are determined on the basis of the player character and newly participating characters by referring to newly participating character related information containing newly participating character data and identification data of other newly participating apparatuses. In a case where the number of participating characters obtained by combining the player character and the newly participating characters is less than the predetermined participation number, participating characters of a deficient number are selected among already participating characters indicated by already participating character related information containing already participating character data and identification data of other already participating apparatuses to determine the participating characters of the predetermined participation number. | 10-03-2013 |
20130217490 | GAME SYSTEM, PROGRAM FOR GAME SYSTEM AND INFORMATION RECORDING MEDIUM - The present application facilitates reconstruction of a party after game over to avoid wastefulness in time required for party construction. Moreover, the present application aims at hastening reconstruction of the party to improve real thrill of the game. A game server executes the game. The game server includes a party storage for storing party information relating to the party. The party includes characters. A reached points storage stores, for each character, at least one point that the character has reached. An interface transmits, for a first character, display information that is operative to display to the first character the at least one point that the first character has reached. The display information is also operative to display to the first character the at least one point that each other character has reached and that the first character has also reached. | 08-22-2013 |
20130207909 | SCROLLING SCREEN APPARATUS, METHOD FOR SCROLLING SCREEN, AND GAME APPARATUS - [Problem] The present invention intends to provide a scrolling screen apparatus, a method for scrolling screen, and a game apparatus, which prevent from scrolling display screen by user's misoperation and scroll display screen with intuitive operation. | 08-15-2013 |
20130196728 | GAME SYSTEM - An object of the present invention is to provide a game system in which when data is transmitted to a game apparatus of a receiver side, the influence which the transmitted data has on a game progressing in the game apparatus of the receiver side is diversified and the interest of the game is increased. | 08-01-2013 |
20130184074 | GAME APPARATUS - A game apparatus is provided which has a convenience where another function such as photo taking by a camera can be used while playing a game by causing a game program and another application program to work together and which increases interest of the game by relating a result of execution of the application program to the contents of the game. When a camera icon displayed on a display section is selected by an operation of a touch panel, an application for controlling a camera function launches, and an image can be captured at an arbitrary timing. The captured image is converted according to a predetermined condition. The converted image is displayed on a display screen and image data is stored in a flash memory. | 07-18-2013 |
20130165233 | GAME SYSTEM - An object of the present invention is to provide a high-preference game system that can reduce a game development burden of a game system operator, can increase the desire of a player to iteratively play a game, and enables a player to play a game without aversion. | 06-27-2013 |
20130155089 | REAL-TIME GLOBAL ILLUMINATION RENDERING SYSTEM - The present invention provides an artifact-free, real-time global illumination rendering system. | 06-20-2013 |
20130137514 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus is provided. Game information on first and second game modes for a video game is stored in a game information memory. In a case where a video game start request is received, progress of the video game in a first game mode is controlled in accordance with an instruction inputted using a first controller. A player is induced to carry out a game mode shifting operation in a case where it is determined that predetermined conditions are satisfied. A second controller is caused to move from a storage state to an exposed state in a case where the game mode shifting operation is received. Progress of the video game in the second game mode is controlled in accordance with an instruction inputted using the second controller in a case where the second controller is caused to move to the exposed state. | 05-30-2013 |
20130109472 | GAME APPARATUS | 05-02-2013 |
20130091133 | DATABASE VISUALIZATION SYSTEM - A display request is received by user input to an input device (step S | 04-11-2013 |
20130084995 | NETWORKED GAME SYSTEM - Provided is a networked game system of high interest in which a contingency and/or unpredictability intervenes in a data exchange between players in a networked game. When a map item and a character are selected, a game apparatus transmits a data exchange request and character information to a server apparatus (step S | 04-04-2013 |
20130079155 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - Player character related information stored in a player character related information memory changes in accordance with progress of a video game. Initial area information stored in an initial area information memory indicates an initial state of each of a plurality of areas on which a player character can move. Latest area information stored in a latest area information memory indicates a progress status of the video game in the same area as the area indicated by the initial area information, and is updated in accordance with progress of the video game in the area. It is determined whether to use the initial area information or latest area information in response to an operation of the player. The player character related information is updated in accordance with control content using the latest area information in a case where it is determined to use the latest area information. | 03-28-2013 |
20130065654 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. It is determined whether a predetermined command is effectively received for a predetermined number of times or more or not when a predetermined period of time is measured from a time when a time measuring start condition is satisfied. A specific process corresponding to the fact that the predetermined command is effectively received for the predetermined number of times is carried out in a case where the predetermined command is effectively received for the predetermined number of times. In this case, it is confirmed whether an effective reception number reaches the effective reception upper limit number or more when the predetermined command is received, and it is determined that the predetermined command is effectively received in a case where the effective reception number does not reach the effective reception upper limit number. | 03-14-2013 |
20130053152 | COMMUNICATION GAME SYSTEM, COMMUNICATION GAME APPARATUS, AND PROGRAM - A game system which enables a host player to progress a game in collaboration with guest players is provided. The host player progresses the game by moving a party, including a plurality of player characters, on a field. When the party arrives at a predetermined point on a predetermined field, a battle with an enemy character is started. When a player character of the party becomes inoperative in the battle, a player character of a guest player may be substituted for the inoperative player character by sending a support request to the guest player. Although there is a time limit that the player character of the guest player may participate in the battle, the time limit may be extended when the corresponding player character achieves a predetermined condition in the battle. | 02-28-2013 |
20130005490 | CONTENT-RELATED INFORMATION DISPLAY SYSTEM - An object of the present invention is to provide a content-related information display system capable of acquiring related information corresponding to a reproduced content during the reproduction of contents such as a game, without stopping reproducing the content and taking time and effort. | 01-03-2013 |
20120322557 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game by displaying an object on a display screen of a display device is provided. The video game processing apparatus includes a plurality of touch panels respectively provided on a plurality of surfaces of all of surfaces on a housing of the video game processing apparatus. The video game processing apparatus receives a touch operation for any one of the plurality of touch panels, and determines which surface of the housing contains the touch panel for which the touch operation is received. The video game processing apparatus carries out a predetermined representation against the object displayed on the display screen from a side of the determined surface. The predetermined representation includes a representation indicating an attack against the object from the side of the determined surface. | 12-20-2012 |
20120315997 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - Multiple object information, in which first kind of object information indicating information on a first kind of object is associated with second kind of object information indicating information on a second kind of object, is stored in a multiple object information memory. The second kind of object is an object protected against a damage by means of the first kind of object. Multiple objects constructed by the first and second kinds of objects are displayed on a game screen on the basis of the multiple object information stored in the multiple object information memory. A damage cause indicating a cause of the damage that the displayed multiple objects receives is specified. At least the damage, which the second kind of object receives, is specified on the basis of the specified damage cause and a state of the first kind of object in the video game. | 12-13-2012 |
20120309543 | ASSESSMENT INFORMATION GATHERING SYSTEM - An assessment information gathering system provides an assessment on content of a game with an operation in real-time when a player or a tester finds that the content of the game is “Good” or “Bad” during the playing of the game. Assessment information and operator guidance information input by the player is transmitted to a server. Game progressing processing, such as a virtual combat between a player character and an enemy character or the occurrence of an event, is executed in the server in accordance with a prescribed program based on the operator guidance information. Results of the game progressing processing are transmitted to the player. A game image obtained by perspective transformation of a virtual 3-dimensional space on a virtual screen is displayed on a display screen based on the results. | 12-06-2012 |
20120309480 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - In a video game processing apparatus, it is determined whether a player character encounters an enemy character on a movement field or not in accordance with a predetermined rule. A predetermined event game is provided in a case where the player character encounters the enemy character. One is determined from plural determination results on the basis of the content of an operation of a player in the predetermined event game. A battle start timing setup, in which a battle is started in an advantageous situation of the player character, is selected from plural battle start timing setups in a case where it is determined to be a specific determination result. The battle control information is updated by carrying out the selected battle start timing setup. Progress of the battle is controlled by starting the battle on the basis of the updated battle control information. | 12-06-2012 |
20120299938 | RENDERING CONTROL APPARATUS, CONTROL METHOD THEREOF, RECORDING MEDIUM, RENDERING SERVER, AND RENDERING SYSTEM - For each of a plurality of rendering objects to be used to generate a screen to be provided for a client device, identification information and detailed information indicating data necessary for rendering are acquired. By referring to detailed information of each of the plurality of rendering objects, the rendering order of all the rendering objects is determined so as to allocate consecutive ordinal numbers to rendering objects having at least partial data indicated by detailed information in common. A rendering control apparatus transfers data, indicated by detailed information of a rendering object in accordance with the rendering order, to a GPU. In this process, among data indicated by detailed information of rendering objects which are continuous in the rendering order, only data which is not the same as data already transferred to the GPU is read out and transferred. | 11-29-2012 |
20120250943 | REAL-TIME CAMERA DICTIONARY - Information display equipment that can display translated words and/or translation information in real time. The information display equipment relates to a camera dictionary that can perform dictionary display in real time. In addition, this equipment distinguishes characters included in an object photographed by a photographing portion. Then this equipment extracts information corresponding to these characters from a dictionary. Examples of the information corresponding to the characters are translated words or illustrative examples for a certain term. Then a display portion displays the information corresponding to the characters. | 10-04-2012 |
20120238359 | VIDEO GAME PROCESSING APPARATUS AND VIDEO GAME PROCESSING PROGRAM - A video game processing apparatus for controlling progress of a video game is provided. Game image information containing positional information of the target object in a game image used in the video game is stored in a game image information memory. A position of a viewpoint against the game image is specified on the basis of progress of the video game. A game image is displayed on the display screen on the basis of the specified position of the viewpoint and the game image information stored in the game image information memory. It is determined whether the target object becomes a non-display state or not in response to a movement request of the viewpoint received from a player. Selection of the target object by the player is received in a case where it is determined that the target object does not become the non-display state. | 09-20-2012 |
20120235997 | IMAGE GENERATING APPARATUS, METHOD OF GENERATING IMAGE, PROGRAM, AND RECORDING MEDIUM - The present application generates an image in which a contour line is drawn about a tuned object A in a virtual three-dimensional space when a part of the tuned object A is overlapped by another tuned object B that is located at a position closer to a virtual screen. When a line width of the tuned object A is greater than a line width of the tuned object B, the line width of a part of the tuned object A that is overlapped with the tuned object B is set as the line width of the tuned object B. On the other hand, when the line width of the tuned object A is less than the line width of the tuned object B, the line width of the part of the tuned object A that is overlapped is set as the original line width of the tuned object A. | 09-20-2012 |
20120225717 | NETWORK GAME SYSTEM FOR EXECUTING EVENT IN NETWORK GAME - A network game system includes a server apparatus and a plurality of video game apparatuses connected to the server apparatus. A party includes player characters of a plurality of players. When the party battles with an opponent character, the server apparatus simultaneously transmits movie playback information to each video game apparatus for starting playback of a movie. Each of the players can skip the movie at a desired timing. A screen is displayed on each video game apparatus that has skipped the movie until the battle starts. When information is received from each video game apparatus that indicates playback of the movie has ended, the server apparatus simultaneously transmits battle start information to each video game apparatus. | 09-06-2012 |
20120218178 | CHARACTER INPUT DEVICE - The present invention provides a character input device that can display character input information on a display screen with a small area and allows a user to input a desired character by a simple operation even in a case where it is necessary to select the desired character from plural characters to input the desired characters. | 08-30-2012 |
20120196678 | APPARATUS AND METHOD FOR DISPLAYING PLAYER CHARACTER SHOWING SPECIAL MOVEMENT STATE IN NETWORK GAME - In a network game, player characters manipulated by individual players of video game apparatuses belong to the same party to battle with an opponent character. When a player character making a special move is not present in the party, the display screen of each video game apparatus becomes a screen focusing on the player character of the player who uses this video game apparatus. When one of the player characters makes a special move, not only the display screen of the video game apparatus corresponding to this player, but also the display screens of the video game apparatuses corresponding to the other player characters in the party become screens focusing on the player character which makes the special move. | 08-02-2012 |
20120190457 | GAME SYSTEM AND GAME APPARATUS - A communication play is performed between a master machine and a slave machine. The slave machine can obtain an item according to the result of the communication play and the item is deposited to the master machine. After the communication play ends, if a cartridge is mounted to the slave machine and the master machine and the slave machine perform communication, the item that has been deposited to the master machine is delivered to the slave machine. | 07-26-2012 |
20120190444 | AUTOMATIC MOVEMENT OF PLAYER CHARACTER IN NETWORK GAME - A player participating in a network game moves a player character of the player by manipulating a video game apparatus of the player. As the player performs an autopilot operation, the video game apparatus moves the player character as an autopilot PC. A server apparatus manages the game which progresses according to the movement of each character, and transmits progress information of the game to the video game apparatus of each player participating in the network game. The movement of the autopilot PC is decided based on an action log recording the action of the player character responding to the manipulation of the player. | 07-26-2012 |
20120190443 | AUTOMATIC MOVEMENT OF DISCONNECTED CHARACTER IN NETWORK GAME - A player performs a player character registration operation to register a player character for enabling copying of the player character, and sets the player's own video game apparatus off-line. Another player who manipulates an on-line video game apparatus can generate a copy NPC from the player character of the off-line registered video game apparatus by performing a player character copying operation. A server apparatus decides the movement of the copy NPC based on an action log storing actions of the original player character of the copy. | 07-26-2012 |
20120157176 | ARTIFICIAL INTELLIGENCE FOR GAMES - A program for platform games using AI and make a computer to act including steps of: deciding a solution for platform game includes: initializing solutions (S | 06-21-2012 |
20120151496 | LANGUAGE FOR TASK-BASED PARALLEL PROGRAMING - It is an object of the present invention to provide a program that can simply input dependency of tasks. | 06-14-2012 |
20120129612 | GAME APPARATUS, GAME PROGRAM AND INFORMATION RECORDING MEDIUM - [Task] The present invention aims at providing a game such that even when player uses predetermined characters for a long time to proceed the game as in the case of the RPG, there is no possibility that player may become weary of motion patterns of characters used. | 05-24-2012 |
20120110479 | PARTY CHAT SYSTEM, PROGRAM FOR PARTY CHAT SYSTEM AND INFORMATION RECORDING MEDIUM - [Task] The present invention aims at providing a chat system capable of suitably displaying text information for which player requires in such a form that operability of the game is not damaged and in a form having reality. | 05-03-2012 |
20120108344 | GAME SYSTEM, PROGRAM FOR GAME SYSTEM AND INFORMATION RECORDING MEDIUM - The present invention aims at facilitating reconstruction of a party after game over to avoid wastefulness in time required for party construction. Moreover, the present invention aims at hastening user to reconstruct a party thus to improve real thrill of an on-line game. The present invention essentially relates to an on-line game system in which user of the game performs display on a display part so that resurrection points of other characters included within the party can be selected. In the present invention, since resurrection points of other characters included within the party can be also selected and restored, wastefulness in time required for gathering with each other around one location for the purpose of reconstructing a party can be avoided. Thus, it is possible to hasten reconstruction of the party. | 05-03-2012 |
20120064972 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT FOR CONTROLLING PROGRESS OF A VIDEO GAME - A video game processing apparatus for controlling progress of a video game is provided. The video game is used to simulate resale business of goods on a display screen of an image display apparatus. The image display apparatus is caused to distinguishably display dealer characters and buyer characters on the display screen of the image display apparatus. Arbitrary goods for the purpose of buying are associated with each of the buyer characters. A buying process of goods from the selected dealer character is executed when a player selects any from the dealer characters. A resale process of goods to the selected buyer character is executed when the player selects any from the buyer characters. | 03-15-2012 |
20110312425 | VIDEO GAME SYSTEM - A video game system includes a plurality of servers and one or more client terminals. Each server provides game information to the client terminal. The client terminal carries out information communication with the server in accordance with a protocol; carries out the video game on a zone on the basis of the game information; and carries out, in response to a request to change zones, zone changing processing. In the zone changing processing, the client terminal updates a valid flag indicating that the protocol for a current zone is valid to a state indicating that the protocol is invalid; determines whether there is the session information for a new zone or not; and updates the valid flag indicating that the protocol for the new zone is invalid to a state indicating that the protocol is valid in a case where there is the session information. | 12-22-2011 |
20110276970 | PROGRAMMER PRODUCTIVITY THOUGH A HIGH LEVEL LANGUAGE FOR GAME DEVELOPMENT - An object of the present invention is to provide a system and a method for a C++ based extension of the parallel VSIPL++ API that consists of a basis of game engine related operations. The invention relates to a system | 11-10-2011 |
20110276879 | USER INTERFACE PROCESSING APPARATUS, METHOD OF PROCESSING USER INTERFACE, AND NON-TRANSITORY COMPUTER-READABLE MEDIUM EMBODYING COMPUTER PROGRAM FOR PROCESSING USER INTERFACE - A user interface processing apparatus is provided. A user interface element such as a virtual controller is displayed on a display screen. When an operation to the displayed user interface element is received from a player, the application is controlled in accordance with the received operation. A learning level of the player is determined in accordance with a control state of the application, such as utilization time of the application and the number of executions of a predetermined function in the application. The transparency is increased in accordance with the determined learning level. In a case where it is detected that an operation state of the user interface element continues for a certain period of time, transparency of the user interface element to increase is determined. The user interface element is displayed with the determined transparency. | 11-10-2011 |
20110273448 | VIRTUAL FLASHLIGHT FOR REAL-TIME SCENE ILLUMINATION AND DISCOVERY - One object of the present invention is to provide a system that adopts a global illumination technique to seamlessly span light across a real world and a virtual world. | 11-10-2011 |
20110250966 | USER INTERFACE PROCESSING APPARATUS, METHOD OF PROCESSING USER INTERFACE, AND PROGRAM FOR PROCESSING USER INTERFACE - Spotlight information that contains at least coordinate information indicating a coordinate at which an object is positioned is generated in accordance with a selection operation for selecting the object. A spotlight screen, including a spotlight illuminating region for receiving an operation input and a darkened region for receiving a request to cancel the selection operation, is displayed in accordance with the generated spotlight information. The received selection operation is determined in a case where a selection of the spotlight illuminating region is received. A predetermined region having its center at a coordinate at which the object is positioned is determined as the spotlight illuminating region. A predetermined region including a coordinate on which an object, for which the selection operation is not received, exists is determined as the darkened region in a case where there is the object within the spotlight illuminating region. | 10-13-2011 |
20110172013 | USER INTERFACE PROCESSING APPARATUS, METHOD OF PROCESSING USER INTERFACE, AND PROGRAM FOR PROCESSING USER INTERFACE - A user interface processing apparatus for controlling an application is provided. In the user interface processing apparatus, a touch on a display screen by means of a contact operation by a user on a touch panel is received. A touched position on the touch panel is detected when the touch on the display screen is received. The touched position is a position touched by the player on the display screen. A virtual controller is displayed at a predetermined position on the display screen corresponding to the detected touched position in a case where the touch on the display screen is received. An operation of the virtual controller displayed on the display screen is received from the player. The application is controlled in accordance with the operation received from the player. | 07-14-2011 |
20110138991 | SOUND GENERATION PROCESSING APPARATUS, SOUND GENERATION PROCESSING METHOD AND A TANGIBLE RECORDING MEDIUM - The prevent invention improves a processing speed by combining simple sound source species with a basic configuration and processing the combination as a single sound source, when sound sources and sound fields are placed and formed in a three-dimensional virtual space. | 06-16-2011 |
20110131583 | MULTICORE PROCESSOR SYSTEM - A multicore processor system includes one or more client carrying out parallel processing of tasks by means of processor cores and a server assisting the client to carry out the parallel processing via a communication network. Task information containing the minimum number of required cores indicating the number of processor cores required to carry out processes of the tasks and core information containing operation setup information indicating operation setup content of the processor cores are stored in the server. The server determines whether the task is allocated to the plurality of processor cores or not in accordance with the task information and the core information. The server updates the core information in accordance with a determination result to transmit the updated core information to the client. The client carries out the parallel processing by means of the processor cores in accordance with the received core information. | 06-02-2011 |
20100309203 | POLYGON PROCESSING APPARATUS, PROGRAM AND INFORMATION STORING MEDIUM - [Problem(s)] It is an object of the present invention to provide a polygon processing apparatus that deletes information on a polygon which is not used in drawing, without changing the shape of a necessary polygon. | 12-09-2010 |
20100292004 | GAME APPARATUS, GAME PROGRAM AND INFORMATION RECORDING MEDIUM - It is an object of the present invention to provide a game apparatus capable of image processing with effective use of having a plurality of screens. The game apparatus according to the present invention has a specific object display controller. The game apparatus according to the present invention executes the processing of displaying a specific object in a 3D game space on one display screen and hiding it on the other display screen. This enables effective use of having a plurality of screens and the image processing that attracts users. | 11-18-2010 |
20100250652 | MESSAGE POSTING SYSTEM - A server unit provides a message board on a predetermined topic in which multiple unspecified users participate. A user can designate a message posted by an arbitrary user on the message board on the predetermined topic, as a watch target. When a plurality of users designate the same message on the message board on the predetermined topic as a watch target and post new messages on the message to be watched within a predetermined period, the users who have designated the same message as the watch target are grouped. The grouped users can use a message board for a temporary topic which is provided as separate from the message board for the predetermined topic. | 09-30-2010 |
20100248826 | GAME APPARATUS, GAME PROGRESSING METHOD, AND RECORDING MEDIUM - The present invention provides a game apparatus that can remove dissatisfaction of a player generated when an operation is not reflected on a progressing result of a game in spite of the operation being made at appropriate timing and enhance entertaining potentialities, a game progressing method, and a recording medium. | 09-30-2010 |
20100197396 | GAME APPARATUS, GAME CHARACTER DISPLAYING METHOD, AND RECORDING MEDIUM - An object of the present invention is to provide a game apparatus that can display an avatar matched to any kind of games that the avatar participates, without changing clothes or decorations worn by the avatar to new clothes or decorations. | 08-05-2010 |
20100184516 | INPUT OF MESSAGE TO BE EXCHANGED BETWEEN GAME APPARATUSES CONNECTED TOGETHER FOR COMMUNICATION THEREAMONG - Multiple game machines communicating with one another progress a game while exchanging messages with one another. A screen showing the progress state of the game is displayed on a first LCD included in each game machine. When the progress state of the game displayed on the first LCD becomes a predetermined game situation, an icon prestored in association with the game situation is displayed in an icon display area provided on a second LCD having a touch panel provided on the front side thereof. When a player touches the displayed icon using a stylus, message buttons prestored in association with the game situation of the touched icon are displayed on the second LCD. When the player touches any one of the displayed message buttons with the stylus to select it, a message corresponding to the selected message button is input. | 07-22-2010 |
20100184498 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT OF PROCESSING VIDEO GAME - A video game processing apparatus for controlling progress of a video game is provided. The video game includes a battle against an enemy character. A basic character that becomes a basis for the enemy character is determined when the battle is started. Additional data on items are determined. The items are allowed to set up to the determined basic character. The items include at least one of an equipping ability, an equipped item, and an equipped accessory in addition to a strength level on the battle and a level on the video game. The enemy character is then generated by setting up the determined additional data to the determined basic character. Basic character data in which the basic character to become the basis for the enemy character is associated with the items of the additional data are stored in a basic data memory. | 07-22-2010 |
20100160040 | GAME APPARATUS, GAME REPLAY DISPLAYING METHOD, GAME PROGRAM, AND RECORDING MEDIUM - An object of the present invention is to provide a game apparatus that can replicate a game status by a replay display even in a game in which game result is changed by a character status or a game in which the game result is randomly changed within a constant range. In the game apparatus, the replay display of a game image obtained by causing the game to progress is performed in response to a replay display request of a player. In the game apparatus, perspective transformation of a virtual three-dimensional space is performed from a virtual camera onto a virtual screen to generate a two-dimensional image based on a character status, pad information inputted from the player, an initial value used to generate a random number during game progress, and virtual camera control information, and the replay display of the two-dimensional image is performed on a display device. | 06-24-2010 |
20100137050 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT OF PROCESSING VIDEO GAME - A video game, in which a player character operated by a player fights against an enemy character and one character wins by lowering a life parameter for the other character by means of an attack to a battle impossible value at which the other character cannot fight, is controlled. First and second courage points are respectively applied to the player character and the enemy character in accordance with battle content. When a predetermined operation is received from the player, it is determined whether or not each of accumulated values of the first and second courage points is a predetermined value or more. Special fighting between the player character and the enemy character is controlled in the case where it is determined that both the accumulated values are the predetermined value or more. The special fighting is different from a battle for lowering the life parameter. | 06-03-2010 |
20100097375 | THREE-DIMENSIONAL DESIGN SUPPORT APPARATUS AND THREE-DIMENSIONAL MODEL DISPLAY SYSTEM - The present invention relates to a three-dimensional (3D) model display device and a 3D model display system in which even a beginner can easily edit a 3D model, and edit and watch a moving image using a 3D model while maintaining harmony of a model, a texture, and a motion. When a user clicks a selection button | 04-22-2010 |
20100069133 | PUZZLE GAME APPARATUS, PROGRAM AND METHOD - When small blocks are cleared by an object clearance controller ( | 03-18-2010 |
20100062850 | VIDEO GAME PROCESSING APPARATUS, METHOD AND COMPUTER PROGRAM PRODUCT FOR CONTROLLING PROGRESS OF A VIDEO GAME - A video game processing apparatus for controlling progress of a video game is provided. The video game is used to simulate resale business of goods on a display screen of an image display apparatus. The image display apparatus is caused to distinguishably display dealer characters and buyer characters on the display screen of the image display apparatus. Arbitrary goods for the purpose of buying are associated with each of the buyer characters. A buying process of goods from the selected dealer character is executed when a player selects any from the dealer characters. A resale process of goods to the selected buyer character is executed when the player selects any from the buyer characters. | 03-11-2010 |
20090325707 | VIDEO GAME PROCESSING DEVICE, VIDEO GAME PROCESSING METHOD AND VIDEO GAME PROCESSING PROGRAM - A video game processing device for controlling progress of a video game includes a storage unit for storing a map-related data including a map information indicating a predetermined area and a status information of a non-player character, a communication establishing unit for establishing communication connection for carrying out data communication with another video game processing device, a map acquisition requirement receiving unit for receiving a map acquisition requirement of the map-related data by an operation of a player, an acquisition requirement informing unit for informing the other video game processing device of the acquisition requirement received in an occasion when the communication connection with the other video game processing device is established, a map-related data acquisition unit for acquiring the map-related data provided by the other video game processing device, and a map-related data renewal unit for renewing content stored in the map-related data storage unit. | 12-31-2009 |
20090305758 | GAME APPARATUS AND PROGRAM - The present invention provides a video game in which a player can feel an amusement by switching a player character to be an operation object in a battle with an enemy character even in a game performed after the battle is completed. | 12-10-2009 |
20090214173 | VIDEO CREATING SYSTEM AND PROGRAM PRODUCT FOR CREATING VIDEO - A video creating system includes: a plurality of individual editing tools for creating and/or editing the plurality of video constituent data; a server that acquires the plurality of video constituent data thus created and/or edited and creates one piece of video data by integrating the acquired video constituent data; and a target display section for displaying the video data acquired from the server on a predetermined machine platform. Each of the plurality of individual editing tools includes a data transmitting section that continuously operates on the individual editing tool. Whenever the video constituent data are created and/or edited, the data transmitting section transmits new video constituent data thus created and/or edited to the server. Whenever the new video constituent data are acquired, the server continuously creates the latest video data by integrating the plurality of video constituent data including the new video constituent data. | 08-27-2009 |
20090197677 | BLOCK GAME PROGRAM AND BLOCK GAME APPARATUS - A block game program and a block game apparatus that can improve interest therein by using a new block removal method and a new block movement method are achieved. The game program sequentially produces blocks in a playing field displayed on a display screen to form a block group. The game program causes the game apparatus to function as a mouse that receives an operation, and a block removal control unit that removes blocks satisfying a removal condition from among the block group in accordance with timing at which the mouse receives an operation. | 08-06-2009 |
20090143137 | VIDEO GAME PROCESSING APPARATUS, VIDEO GAME PROCESSING METHOD AND VIDEO GAME PROCESSING PROGRAM - An on-line video game video game control server serves to read out a mini-game score information generated every player, in which three scores used for determining parameter of a summoned beast used for a main story in sub-game scores having no relation to a main story of the video game and a player who obtained that score are matched, and to renew a mini-game score information A of a player A by setting three scores in the score set in the mini-game score information A of the player A and a score set in a mini-game score information B of a player B. | 06-04-2009 |
20090137321 | ONLINE GAME SYSTEM AND ONLINE GAME PROGRAM - In an online game server, an updater updates at least one of a game program and game data for server stored in a storage section in accordance with an update operation for data to be utilized when to execute a sub game other than a main game in an online game. Updated portion data are a shared library format that can be utilized in the client terminal. A transmitter transmits updated data including at least the updated portion data to the client terminal. In a client terminal, a rewriter rewrites at least one of a game program and game data for client stored in a memory. In the case where there is a specification operational input by a player, a controller controls progress of the online game using the game program or the game data for client without carrying out communication with the online game server. | 05-28-2009 |
20090137320 | NETWORK GAME SYSTEM AND PROGRAM - Disclosed is a network game system that allows a plurality of players to enter a network game without imposing a lot of load on a server apparatus for managing the entire progress of the network game. A game is played in different battle zones, and video game apparatuses which play the game in the same battle zone form each of video game apparatus groups. A server apparatus designates one of the video game apparatuses belonging to each of the video game apparatus groups as a front end server. The video game apparatus designated as the front end server controls decision of motions of non-player characters, calculation of change values of parameters of player characters, and transmission/reception of information regarding the progress of the game between the video game apparatuses belonging to each of the video game apparatus groups in a unified manner. Transmission of information regarding the progress state of the game in each battle zone to the server apparatus is performed in a unified manner. Designation of the front end server is changed for every predetermined time. | 05-28-2009 |
20090058856 | IMAGE GENERATING APPARATUS, METHOD OF GENERATING IMAGE, PROGRAM, AND RECORDING MEDIUM - The object is to smoothly move the position of the viewing point of the virtual camera with existence of an object between the position of the viewing point of the virtual camera and the position of the subject avoided. A camera peripheral area that has a viewing point as its center and has the radius of R, a subject peripheral area that has a subject toward which a viewing axis of the virtual camera is aligned as its center and has the radius of r, and a camera-to-subject area formed by a circular truncated cone area therebetween are set as a camera collision in which an obstacle cannot exist. When an obstacle exists in the camera collision, the position of the viewing point is adjusted. The radius R and the radius r are adjusted each time the reference distance D is changed. | 03-05-2009 |
20090027388 | IMAGE GENERATING APPARATUS, METHOD OF GENERATING IMAGE, PROGRAM, AND RECORDING MEDIUM - The object of the present invention is to draw a natural contour line in a tuned object and perform clear tuned representation. For each tuned object existing in a virtual three-dimensional space, a reference width | 01-29-2009 |
20090027387 | IMAGE GENERATING APPARATUS, METHOD OF GENERATING IMAGE, PROGRAM, AND RECORDING MEDIUM - The object is for drawing a contour line of an overlapped part from which a feeling of strangeness is not acquired in a case where a plurality of tuned objects are overlapped with one another in an image generated by a perspective transformation process. A tuned object A (a line width of the contour line is “3”) is overlapped with a tuned object B (a line width of the contour line of “1”) located in a position closer to a virtual screen than the tuned object A. Each pixel included in the tuned object A is set as a target pixel, and a pixel located in a position shifted from the target pixel by the line width is set as a determination pixel. When depth data and line width data of the determination pixel is smaller than those of the target pixel, the line width data of the target pixel is reset to the line width data of the determination pixel, and a pixel located in a position shifted from the target pixel by the reset line width is reset as the determination pixel. When the depth data of the target object is not smaller than that of the determination pixel, contour line data is written into the target pixel. | 01-29-2009 |
20090027386 | IMAGE GENERATING APPARATUS, METHOD OF GENERATING IMAGE, PROGRAM, AND RECORDING MEDIUM - The object is to generate an image in which an overlapped part of a tuned object and a non-tuned object having a contour line drawn therein is naturally represented. Only tuned objects among objects existing in a virtual three-dimensional space are perspective transformed, and image data and depth data of each tuned object is written into a process buffer | 01-29-2009 |
20090005172 | SERVER APPARATUS, CELLULAR PHONE, OPPONENT SELECTION SYSTEM AND METHOD, PROGRAM, AND RECORDING MEDIUM - Disclosed is a technology that allows a user of a mobile phone having a game execution function to easily find another mobile phone user who can immediately play a match-up with him/her in the game. A page of an opponent selection site that is provided by a server apparatus is individually created for each mobile phone user who logs on while assigning the kind of a game for a match-up. On the opponent selection site, match-up opponent candidates who are liable to play a match-up in the game of the kind assigned by the mobile phone user who logs on are listed. A predetermined value is added to the score of goodness of fit of each user, which is used to select a match-up opponent candidate, according to whether or not the user has played a match-up in the game of that kind, whether or not the user has obtained a high score in the game of that kind, whether or not the user has challenged another user to a match-up in the game of that kind, or whether or not the user has played a match-up with the mobile phone user, who logs on, in the past. In addition, a value according to a time elapsed from a last login date-and-time is added to the score of the goodness of fit. | 01-01-2009 |
20080302232 | PROGRAM RECORDING MEDIUM, PLAYBACK DEVICE, AND PLAYBACK CONTROL METHOD - Disclosed is a technology that enables a user to quickly obtain associated information of a music piece to his/her taste while passively hearing music pieces. | 12-11-2008 |
20080300060 | ONLINE GAME SERVER, ONLINE GAME PROGRAM PRODUCT AND GAME APPARATUS - An online game server delivers an online game to a player terminal via a communication network. The online game is played in the player terminal operated by a player. The online game server receives object selection information indicating that an object selectably displayed on a game display screen of the online game is selected at the player terminal. The online game server then transmits related site specification information to the player terminal on the basis of the received object selection information. The related site specification information is used for the player terminal to access a related site related to the object. Game progress information necessary for progress of the online game is included in the related site. The related site specification information is a URL indicating an address of the related site or a search formula for searching for the related site using a search engine. | 12-04-2008 |
20080293466 | VIDEO GAME APPARATUS, VIDEO GAME PROCESSING PROGRAM, PROGRAM RECORDING MEDIUM, AND VIDEO GAME PROCESSING METHOD - In a video game that progresses a game using a limited number of items, the game can be made more interesting. In an area data table | 11-27-2008 |
20080254882 | NETWORK GAME SYSTEM, A NETWORK GAME TERMINAL, A METHOD OF DISPLAYING A GAME SCREEN, A COMPUTER PROGRAM PRODUCT AND A STORAGE MEDIUM - A terminal apparatus is connected to a server apparatus via a network. Active character information capable of specifying an active character is transmitted to the server apparatus. A movement instruction used to move the active character in a virtual space is inputted. Movement information is transmitted to the server apparatus in accordance with the movement instruction. Visible range information capable of specifying all of the player characters each existing in a visible range is received. A display device displays the visible range in which all of the player characters specified by the visible range information are arranged so that the player character that one player of the terminal apparatus causes to participate in the network game can be distinguished from other player character that another player causes to participate in the network game and so that the player can distinguish the active character from non-active characters. | 10-16-2008 |
20080254849 | VIDEO GAME DEVICE, VIDEO GAME IMPLEMENTATION METHOD AND PROGRAM - To reflect a player's degree of skill in a battle between a player character and an enemy character, and increase a strategic element. In the event that a player selects magic as an action of a player character in a battle between a player character and an enemy character, a puzzle battle is started. In the puzzle battle, a magic army (a block frame) is displayed on a display device in accordance with a kind of magic selected, the player moves or rotates a block falling from above the display device by operating an input device, stops it in a desired position, and fills the magic army. In the event that all squares of the magic army are filled with the blocks before a time elapsing from a start of the puzzle battle, displayed on an elapsed time gauge, reaches a prescribed time, the magic selected by the player is unleashed, and inflicts damage on the enemy character. An effectiveness of the magic depends on an overlapping, and a protrusion from the magic army, of the blocks. | 10-16-2008 |
20080243794 | CONTENTS INFORMATION SEARCH CONTROL SYSTEM AND CONTENTS INFORMATION SEARCH CONTROL METHOD - Disclosed is a contents information search control system that, when automatic search of contents, such as game software, is performed with a terminal, such as a cellular phone, according to a user's preference, can reflect a change in user's interest or expansion of a target range of an interest. A change in user's interest is quantitatively grasped as an interest vector, and when the interest vector satisfies a predetermined condition, a search condition is updated to reflect the change in the user's interest in a search condition. In addition, expansion of a target range of the user’s interest is quantitatively grasped as distance information, and when the distance information satisfies a predetermined condition, the search condition is updated to reflect the expansion of the target range of the user's interest in the search condition. The interest vector or the distance information is calculated from an automatic search result on the basis of contents selected by a user, and updated as occasion demands. | 10-02-2008 |
20080207324 | GAME APPARATUS, VIRTUAL CAMERA CONTROL METHOD, PROGRAM AND RECORDING MEDIUM - When a new character is selected by a game player, the game apparatus changes the visual point and the visual axis corresponding to the newly selected character with preventing camera sickness. | 08-28-2008 |
20080207323 | GAME APPARATUS, CHARACTER AND VIRTUAL CAMERA CONTROL METHOD, PROGRAM AND RECORDING MEDIUM - To apply a certain change to a displayed image while controlling a position and direction of a character and a virtual camera. In changing a direction of a character card without changing its position, when the direction changes slowly a direction of a character changes according to change direction of the character card, and a visual point of a virtual camera moves circularly according to the change direction of the character. When the direction of the character card is changed fast only the visual point moves circularly and the direction of the character does not change. | 08-28-2008 |
20080200226 | GAME DEVICE, GAME ADVANCING METHOD, PROGRAM, AND RECORDING MEDIUM - Fun of a game is increased by causing decision when a player selects an attack technique of a player character against an enemy character to influence the progress of the game and a wasted time is not generated when there is a person waiting for a turn of the game. In an attack turn of a player, a selection screen for selecting an attack technique of a player character is displayed. The player selects any kind of attack technique by an operation of an operation button, and a courage gauge decreases with an elapsed time from the start of display of the selection screen and a point corresponding to the length of the courage gauge at the time of selection of the attack technique is added to a courage point. In the case when the courage point reaches a predetermined value in the attack turn of the player, a sword rises upward. If the player pushes the sword that has risen upward, it is possible to perform a ‘finishing blow’ that gives a significant damage to the enemy character. | 08-21-2008 |