Entries |
Document | Title | Date |
20080200261 | Electronic Entertainment Device - An electronic entertainment device includes a device for acquiring at least one unique data item, along with a device for deriving from the, or each, data item, a least one attribute of a respective character in a game, and a device for comparing the respective attributes of two or more characters to determine a winner. | 08-21-2008 |
20080220881 | GAMING MACHINE HAVING A FUNCTION OF THE NUMBER OF FREE GAMES ACCORDING TO THE RESULT OF A GAME IN WHICH A PLAYER SELECTS A CHOICE FROM AMONG MULTIPLE CHOICES - A controller is provided which includes: a function whereby, in a case that the game mode has been switched to the free game mode, a mini game is executed; a function whereby, each time the mini game is executed, selection data is received from a first input device, and determination is made based upon the received selection data as to whether accumulated points are to be updated; a function whereby, in a case that determination has been made that the accumulated points are to be updated, the points that correspond to the received selection data are added to the accumulated points, thereby updating the accumulated points; and a function whereby, after the mini game has been executed a predetermined number of times, the number of extra free games, which are extra games provided in addition to the free game, is determined according to the updated accumulated points. | 09-11-2008 |
20080242426 | GAMING MACHINE CRITICAL DATA MEMORY SYSTEM AND METHOD - A gaming machine with a critical data memory system is provided for high speed and permanent storage and retention of critical data. The gaming machine includes high speed NV-RAM queue memory for secure, temporary storage of critical data and mass storage permanent memory for long term, secure storage of critical data. Additionally, operating procedures for storing, verifying, and correcting the stored critical data are provided. | 10-02-2008 |
20080242427 | GAME PROGRAM, GAME APPARATUS, AND GAME CONTROL METHOD - The technical level of a player can be reflected in the results of a game by evaluating the content of the game. In the present game program, when an event execution command for executing an event is issued from the control unit, an event process corresponding to the event execution command is executed by the control unit. When a command for a character during execution of the event is recognized by the control unit, the command for the character is executed by the control unit. The control unit then executes a process for using character evaluation data to evaluate the character that executed the action corresponding to the command. When the control unit executes the process for evaluating the content of the event on the basis of the character evaluation data, the control unit recognizes event content evaluation data that correspond to the evaluation of the event content. | 10-02-2008 |
20080242428 | GAMING MACHINE CAPABLE OF PERFORMING MINI GAME - A gaming machine according to the present invention comprising: a writing device capable of writing information into a portable storage medium carried by a player; a reading device capable of reading information from the portable storage medium; and a controller, the controller programmed to conduct the processing of: (a) executing a mini game in which a point value may be offered to the player; (b) writing the point value into the portable storage medium through the writing device; (c) reading the point value written into the portable storage medium, through the reading device; and (d) executing a bonus game, the bonus game is more advantageous to the player compared to a normal game in which a game medium may be offered and is capable of being executed by consuming the point value. | 10-02-2008 |
20080242429 | Information processing apparatus, information processing method, information processing program, and storage medium storing information processing program - An information processing apparatus for performing a competition game based on a game result determined from fighting information for each of a plurality of users in accordance with a predetermined rule. The fighting information is generated based on images input by the plural users. The information processing apparatus includes: an input unit inputting a picture drawn by the user as the image; a generation unit generating the fighting information used in the game based on an amount of features of the image input from the input unit; and a performing unit performing the game based on the fighting information for the plural users generated from the generation unit. | 10-02-2008 |
20080248881 | VIDEO GAME PROGRAM, VIDEO GAME DEVICE, AND VIDEO GAME CONTROL METHOD - A video game program is provided that is capable of realizing a video game in which an object displayed on an image display unit is caused to move in conjunction with movement of a controller in which an acceleration sensor is embedded. According to the present game program, in time interval data recognizing means, a time interval of the acceleration data consecutively inputted into an operation input unit is recognized by a control unit as the time interval data. In acceleration data recognizing means, the acceleration data to be inputted into the operation input unit at the time interval of the acceleration data to be consecutively inputted into the operation input unit is recognized by the control unit. In velocity data calculating means, the velocity data is calculated by the control unit based on the acceleration data and the time interval data, both of which are recognized by the control unit. In object moving velocity data calculating means, the moving velocity data of the object is calculated by the control unit based on the velocity data. In object moving state displaying means, a state of the object moving at the velocity set by the moving velocity data is consecutively displayed on a television monitor with the image data corresponding to the object. | 10-09-2008 |
20080254896 | Impression tracking - A system and method for tracking impressions in a gaming environment is provided and includes identifying content data within a content data cell in the gaming environment to be tracked, generating at least one impression responsive to the identified content data, monitoring at least one of the content data and the content cell to determine if at least one predetermined parameter is satisfied and if the at least one predetermined parameter is satisfied, then storing the at least one impression. | 10-16-2008 |
20080254897 | SYSTEM AND METHOD FOR CONNECTING GAMING DEVICES TO A NETWORK FOR REMOTE PLAY - A system and method for connecting remote player devices to regulated host gaming devices in a network to provide remote game play. A host gaming device is configured to provide game information to a plurality of remote player devices to allow remote play of the host game device. Whether each remote player device is permitted to receive gaming data is based upon, at least in part, the geographic location of the remote player device. | 10-16-2008 |
20080254898 | VIDEO GAME PROGRAM, VIDEO GAME DEVICE, AND VIDEO GAME CONTROL METHOD - In the present invention, the moving state data for setting a moving state of a moving object is recognized by a control unit. Acceleration data and time duration data, which are consecutively inputted into an input unit from a controller, are recognized by the control unit. Then, the position data of the controller is calculated by the control unit based on the acceleration data and the time duration data, both of which are recognized by the control unit. Then, displacement of the controller is calculated by the control unit based on the position data of the controller. Then, the moving state data is modified by the control unit depending on the displacement of the controller. Then, a moving state of the moving object is displayed on an image display unit with the image data corresponding to the moving object based on the modified moving state data. | 10-16-2008 |
20080261701 | Automated method and system for a gaming opportunity - A method and system of screening a player for a gaming opportunity, including obtaining disparate data of a player from a plurality of data sources, weighting the player data based on at least one business rule, and applying the weighted player data to at least one decision model to generate at least one composite score indicative of a scale of eligibility of the player for the gaming opportunity. | 10-23-2008 |
20080261702 | Saving Data - Systems and methods for saving data are disclosed. A system automatically or manually saves data. The system saves two copies of the data. When a user reaches a point of achievement, the system saves a new copy of data over one of the previous copies. If the new copy of data is unsatisfactory, then the system maintains the other previous copy of the data. If the new copy of the data is satisfactory, then the system copies the new data over the previous saved data. | 10-23-2008 |
20080274812 | System of electronic pet capable of reflecting habits of user and method therefor and recording medium - An electronic pet system capable of reflecting habits of users is provided, which allows the electronic pets raised by different users to have different personalities and reflect the habits of the users. The electronic pet system includes a parameter collection module, a parameter database, and a parameter setting module. The parameter collection module is used to gather growing parameters of an electronic pet, in which the parameters include a work and rest time schedule and a behavior content. The parameter database is used to record the growing, parameters of the electronic pet, in which the growing parameters are related to the work and rest time schedule and the behavior content. The parameter setting module is used to set the growing parameters of the electronic pet according to the growth gathered by the parameter collection module, such that the electronic pet reacts in accordance with the growing parameters. | 11-06-2008 |
20080274813 | Storage medium having information processing program stored thereon and information processing apparatus - An acceleration data acquisition means obtains acceleration data repeatedly. An acceleration determination means determines whether an acceleration represented by the acceleration data acquired by the acceleration data acquisition means is an acceleration at the time of accelerating, which is applied when a housing is moved and accelerated in a predetermined direction, or an acceleration at the time of decelerating, which is applied when the housing is moved and decelerated in the predetermined direction. A moving direction calculation means calculates a direction in which the housing is moved, by using the acceleration at the time of decelerating determined by the acceleration determination means. A processing means performs a predetermined process based on the moving direction calculated by using the moving direction calculation means. | 11-06-2008 |
20080274814 | Wagering Game Device with Secure Storage Device - Embodiments of a wagering game device with a secure storage device are described herein. In one embodiment, the wagering game device includes a wagering game processor operable to receive a wager for a wagering game. The wagering game device can also include a main memory operable to store wagering game content associated with the wagering game. The wagering game machine can also include a storage device including an encryption unit operable to encrypt the wagering game content and a storage medium operable to store the wagering game content that has been encrypted by the encryption unit. | 11-06-2008 |
20080280687 | Method and System to Authenticate Interactive Children's Toys - A method and a system ( | 11-13-2008 |
20080287199 | Gaming Machine Apparatus - An electronic gaming machine includes, in an embodiment, an embedded processing module, which is compliant with a Computer-On-Module Express standard, and which includes at least one processor. The electronic gaming machine may further include a network interface controller, operatively coupled to the embedded processing module through a first serial, differential signaling bus, one or more mass storage devices, operatively coupled to the embedded processing module through a second serial, differential signaling bus, and a gaming specific input/output module, operatively coupled to the embedded processing module, to perform gaming machine specific functions. | 11-20-2008 |
20080293498 | Game Machine, Game Program and Recording Medium - Provides a game apparatus having game end judging means ( | 11-27-2008 |
20080300062 | Electronic Device for Enhancing an Interactive Experience with a Tangible Medium of Expression - An electronic device for enhancing an interactive experience with a tangible medium of expression is disclosed. The device is operable with a ny of a plurality of preprogrammed, removable memory, modules; at least one memory module having content relating to the tangible medium. The electronic device has a processor coupled to each of a user input device, a user output device, and a memory address space comprising a preprogrammed, non-removable electronic memory. A memory interface is configured to increase the memory address space accessible to the processor when any combination of the memory modules is coupled to the interface. The processor is configured to cause the output device to produce an output signal relating to the tangible medium based on the content of the memory address space when any combination of the plurality of removable memory modules including the at least one memory module is coupled to the interface. | 12-04-2008 |
20080305877 | GAME MACHINE AND INFORMATION COMMUNICATION SYSTEM USING DATA CARRIER - A game apparatus includes an apparatus body; and a plurality of small playing members each having a data carrier for transmitting driving electric power and performing mutual communications with the apparatus body. The number of points is added by the apparatus body when a change is given from the outside to an arbitrarily selected small playing member among the plurality of small playing members under a predetermined condition. In another aspect, an automated traveling control system for executing a process corresponding to a kind of a carrier object traveling by a gate is disclosed. | 12-11-2008 |
20080311997 | DATA CAPTURE FOR INTERACTIVE OPERATION - A console is adapted to capture audio, video and other associated data to be rendered on a display during operation of an interactive media file. Captured data can be stored in a buffer so that selectable portions thereof can be persisted and/or transmitted as a media file. | 12-18-2008 |
20080318692 | STORAGE MEDIUM STORING VIDEO GAME PROGRAM FOR CALCULATING A DISTANCE BETWEEN A GAME CONTROLLER AND A REFERENCE - A game process is performed by obtaining control data from a game controller. Distance data associated with the distance between the game controller and a predetermined measured reference provided in a real space is calculated by using the control data obtained from the game controller. Then, a predetermined game process is performed on a virtual game world through an operation based on the value of the distance data. Then, the virtual game world after the game process is displayed on a display device. | 12-25-2008 |
20090005175 | PARLAY-BASED TOURNAMENT INCLUDING SUCCESSIVE GAMES - A parlay-based tournament playable by a plurality of players is provided. The tournament includes a plurality of successive games. Each game has a ticket pool and a plurality of results. | 01-01-2009 |
20090005176 | GAMING DEVICE HAVING TWO CARD READERS - A gaming device includes a housing and a game display carried by the housing for displaying one or more games. The gaming device further includes two card readers carried by the housing: a first card reader to read information indicative of a player identity from a player club card issued by a casino, and a second card reader to read information indicative of a financial account from a financial card issued by a financial institution. | 01-01-2009 |
20090005177 | Game Processing Apparatus For Performing Area Authentication Of Gaming Information - A game processing apparatus is provided, which includes a first memory, a second memory, and a controller. The first memory stores gaming information including information related to gaming rules corresponding to an area. The second memory stores a predetermined first area code representing a specific area. The controller is configured with logic to: (a) calculate a second area code corresponding to the area according to the gaming information; (b) compare the second area code with the first area code so as to determine whether the gaming information matches the specific area; and (c) when the controller determines a mismatching, restrict a start of a game. | 01-01-2009 |
20090011837 | COMPUTER FASHION GAME WITH MACHINE-READABLE TRADING CARDS - A game system including cards with computer-readable information is provided. The computer-readable information may be in the form of a code embodied on the cards. The cards may be selectively chosen and compiled in a card compiling device that is configured to remove singly a series of cards from one location and to deliver the removed cards to a new location. | 01-08-2009 |
20090011838 | Computer-readable storage medium having game program stored therein, and game apparatus - User saved-data storage means S | 01-08-2009 |
20090029778 | Remote tracking and reporting of software state - A system and method for tracking data in a gaming environment using a beacon is provided and includes identifying an occurrence of a triggering event in a gaming environment, generating at least one key-value pair in response to the triggering event in the gaming environment, generating beacon data responsive to the at least one key-value pair and processing the beacon data to generate a key-value table data. | 01-29-2009 |
20090029779 | Game apparatus, control method thereof, and program - There is provided a game apparatus, which includes a storage unit and a communication unit which communicates with another game apparatus. This game apparatus controls the storage unit to store a character group including two characters of a first type and one or more characters of a second type, and to store a parameter value indicating a relationship between the character group and that of the other game apparatus. Furthermore, when the parameter value satisfies the predetermined condition and when one of the one or more characters of the second type is selected, the character group is updated so that the selected character and a predetermined character of the second type of the other game apparatus are set as new, two characters of the first type, and only newly generated one or more characters of the second type are set as the one or more characters of the second type. | 01-29-2009 |
20090029780 | SYSTEM AND METHOD FOR WIRELESS GAMING SYSTEM WITH USER PROFILES - A gaming system is provided. The gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. The gaming system may incorporate a user profile feature according to which certain information regarding users of the system may be maintained. Such information can include, without limitation, information relating to preferences, finances, activities participated in by the users, and trends and habits of the users. | 01-29-2009 |
20090036219 | Interactive, thematically-related entertainment system including universally-interchangeable, attachable, design-bearing ornaments - An interactive entertainment system including numerous thematically-related elements, and particularly including one or more pliant, design-bearing ornaments which are transferrable and/or attachable nearly anywhere. Each ornament includes and defines a character embodied in a design fixed thereupon, and such characters provide a thematic-basis and continuity throughout the numerous features and elements of the invented entertainment system. The ornaments are typically universally-interchangeable within the system embodiments, being operably attachable and detachable via reciprocal hook and loop fastener, for example, with any of a great variety of structures, each structure configured for coupling an ornament with one or more of a great variety of substrates. Other thematically-related elements include but are not limited to an interactive game, a combination greeting card/gift box/display unit, alternative means for affixing and/or transferring ornament-embodied designs to substrates, ornamental ‘trading’ cards, a collection/display means configured, for example, as an album, and others. | 02-05-2009 |
20090036220 | COOKING GAME PROGRAM, RECORDING MEDIUM WITH THE PROGRAM RECORDED THEREON, AND GAME DEVICE - The present invention relates to a cooking game. The present invention provides, as mini-games, a plurality of preparation processes set up in accordance with a cooking menu and simulates processes for completing the cooking menu. The present invention comprises: providing mini-games to a player; judging and accumulating degrees of achievement in the mini-games; compiling the degrees of achievement accumulated in the mini-games after all mini-games are finished and judging the game result; and displaying a tasting character and then performing animation processing for changing the expression of the tasting character in accordance with the game result and/or displaying a comment in accordance with the game result. | 02-05-2009 |
20090048025 | Method and apparatus for a rule development process for inducement prizes - A method and apparatus for a rule development process for inducement prizes is presented. The rule development process comprises a number of sub-process threads allowing for the authoring, review, preview, approval and presentation of rules setting parameters for successful claiming of the inducement prize. The process also allows for sub-process threads for contributing to, submitting to, verification of, merger of, voting for, and revision of the inducement prize as well as the appointment of a prize administrator. The Inducement Prize Rule Development Process allows rules to be authored for the sake of creating a goal for claiming of a prize. | 02-19-2009 |
20090054157 | INTELLECTUAL PROPERTY PROTECTION FOR CONTENT CREATED WITHIN A VIRTUAL UNIVERSE - An approach that protects intellectual property rights in content created by users of a virtual universe is described. In one embodiment, there is an intellectual property rights protection tool for use in a virtual universe. A receiving component is configured to receive a request to protect intellectual property rights in content created by a user of the virtual universe. A database is configured to store content created by users of the virtual universe that have intellectual property rights therein. A search component is configured to search the database for content created by users of the virtual universe that have intellectual property rights therein that is similar to the content created by the user. An analysis component is configured to determine whether any preexisting intellectual property rights in content stored in the database precludes intellectual property protection of the content created by the user. | 02-26-2009 |
20090054158 | GAME SYSTEM, GAME SYSTEM CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - There is provided a game system capable of appropriately evaluating whether or not a game advertisement has been recognized by a player. An advertisement evaluation information storage unit ( | 02-26-2009 |
20090069095 | GAME PROGRAM, GAME APPARATUS, AND GAME CONTROL METHOD - In this program, a regulation command for controlling the movement of a first character is recognized by a control unit. After the regulation command for the first character is recognized by the control unit, a movement command for operating a second character is recognized by the control unit. Then, the state that the second character is moving based on the movement command is displayed on an image displaying unit using image data. The first character with movement controlled based on the regulation command is displayed on the image displaying unit using image data. And, if the receiving of commands related to movements for the first character and the second character is terminated by the control unit, a process for changing the ability data of the first character is executed by the control unit. | 03-12-2009 |
20090069096 | PROGRAM, INFORMATION STORAGE MEDIUM, GAME SYSTEM, AND INPUT INSTRUCTION DEVICE - A game system performs a process that generates and displays an instruction image that instructs a given movement of a controller including an acceleration sensor, and a process that acquires a signal from the acceleration sensor included in the controller to detect the movement of the controller, and determines the degree of conformity of the detected movement of the controller with the instructed movement instructed by the instruction image. | 03-12-2009 |
20090088259 | Mesh Synchronization - Embodiments of the present invention provide techniques for establishing and reestablishing associations between users of game devices. In one embodiment, information about an association between a user of a first game device and a user of a second game device is stored in the nonvolatile memories of first and second game media, the first and second game media being communicatively coupled with the first and second game devices respectively. If the first game device loses track of the association (e.g., the user of the first game devices swaps out the first game medium for another one, or the memory resident on the first game medium is corrupted/erased), an association notification received at the first game device from the second game device may be used to reestablish the association at the first game device. In this manner, previously established associations between users of game devices may be automatically established/reestablished. | 04-02-2009 |
20090093313 | Data management apparatus and data distribution system - Ghost data used for reproducing a game process having been executed in accordance with operations performed by users are transmitted, as necessary, from a plurality of game apparatuses to a data management apparatus. The data management apparatus stores the ghost data received from the plurality of game apparatuses, in accordance with a definition of a database in which a plurality of score sections are defined based on a value represented by score data, and a maximum registration allowable number of users for which the ghost data are registered is defined for each of the plurality of score sections, or is defined so as to be the same among the plurality of score sections. The data management apparatus transmits, when a ghost data distribution request is received from a one of the plurality of game apparatuses, the ghost data for at least one user for which the ghost data is registered so as to be associated with one of the plurality of score sections, the one of the plurality of scores sections being associated with the score data included in the ghost data distribution request, to the one of the plurality of game apparatuses. Thus, it is possible to limit the total capacity for storing the ghost data in a server to a predetermined range of capacity, and allow each player to obtain the ghost data in accordance with a skill of the player. | 04-09-2009 |
20090093314 | Game program and game apparatus - A game apparatus can executes a plurality of game processing in parallel. The CPU of the game apparatus executes first game processing out of the plurality of game processing on the basis of first operation data to display a result at a first area, executes second game processing as another one on the basis of second operation data to display a result at a second area, and exerts an influence on the basis of the execution result of the first game processing on the second area on which the execution result of the second game processing is displayed. Here, one of the first operation data and the second operation data may be real-time operation data, and the other one may be replay operation data. | 04-09-2009 |
20090093315 | Storage medium storing load detection program, load detection apparatus, and load detection method - A game system includes a game apparatus. To the game apparatus are connected a monitor, a controller, and a load controller. When the game apparatus starts a game, prior to starting the main content, a weight value of a player is detected and the weight value is set as a reference value. When the reference value is already set, the detected weight value of the player is compared with the reference value. When a comparison result shows a match, the game apparatus continues game play. On the other hand, when the comparison result shows a mismatch, the game apparatus confirms the player whether to continue the game and when the game is continued, the weight value of the player detected this time is reset as the reference value. | 04-09-2009 |
20090104997 | DATA COMPUTATION UNIT FOR MUSIC GAME, DATA COMPUTATION PROGRAM FOR MUSIC GAME, AND DATA COMPUTATION METHOD FOR MUSIC GAME - A difficulty of each of change patterns of neck buttons R, G, and B is indicated by a change point, which is stored in association with the change pattern. Using this data, the change level of an operation pattern of the neck buttons in operation sequence data is digitized. The digitized change level of the operation pattern is displayed on a song selection screen as a feature of each operation sequence data. Such an absolute index indicating a feature of the operation sequence data enables a player to rely on the displayed index, which facilitates the player to select operation sequence data suitable for the player's skill or taste. | 04-23-2009 |
20090111585 | SYSTEM AND METHOD OF LOCALIZING ASSETS USING TEXT SUBSTITUTIONS - A system and method for translating a phrase for video game development for games to be made available in a plurality of natural languages is disclosed. The method includes determining that code for a video game being developed has been created or modified. The method further includes inspecting the code to determine whether a phrase to be displayed or to be spoken during game play is present therein, wherein the phrase comprises a plurality of words. The method further includes comparing the entire phrase to a collection of phrases for which one or more translations to another natural language are already available, and if an exact match is determined, then reusing the one or more available translations for one or more corresponding languages. | 04-30-2009 |
20090111586 | Media Data Protection - A data protection portion includes the file system alteration checking portion. One aspect of the file system alteration checking portion relates to a media including game content and a data protection portion. In one version, the data protection portion protects the game content from modification by determining whether the game content has been modified. If the game content has been modified, then the installation of the game content within the apparatus fails. A data protection portion includes the file system alteration checking portion. | 04-30-2009 |
20090124394 | SYSTEM AND METHOD FOR VALIDATING DOWNLOAD OR CONFIGURATION ASSIGNMENT FOR AN EGM OR EGM COLLECTION - A slot management system including a download and configuration server-based sub-system and method is disclosed for use with game devices, systems, and methods is provided to enable users to monitor, control, and modify different game devices and other related activities. The slot management system includes a validator that validates assignments to modify game devices. | 05-14-2009 |
20090131176 | GAME PROCESSING DEVICE - A game processing device in a displaying apparatus is capable of receiving a game data from an electronic device outside the displaying apparatus. The game processing device comprises: a transmission interface module, for receiving a game data, wherein the game data is used for rendering at least one game image; and a processing module, coupled to the transmission interface module, for rendering the game image according to the game data. | 05-21-2009 |
20090131177 | SYSTEM AND METHOD FOR CREATING, EDITING, AND SHARING VIDEO CONTENT RELATING TO VIDEO GAME EVENTS - Systems and methods are provided for at least partially automating generation of video clips chronicling a character's interaction with a video game. The same may combine automatic video clip generation with automatic or user-generated and/or user-edited or created narrative. Multiple video clips may be combined into a video reel prior to or subsequent to uploading the same to a file-sharing site. The video game may be a massive multiplayer online role-playing game. | 05-21-2009 |
20090137322 | METHOD FOR STORING DATA ASSOCIATED WITH A VIDEO GAME - A method for storing data associated with a video game is provided. The method includes receiving position data indicative of a position of a wireless input device over a time interval at a video game controller. The method further includes generating a plurality of digital images associated with the video game over the time interval based on the position data, utilizing the video game controller. The method further includes storing a file having the position data and the plurality of digital images in either a central server or the wireless input device, utilizing the video game controller. | 05-28-2009 |
20090137323 | Toy with memory and USB Ports - A system and method for a toy with memory (flash memory) storage capabilities and a method for the toy to connect to other like toys and to a computer and he internet for online virtual play and simulation. Connection to a computer system allows the user the ability connect to the internet and register the toy allowing the user access to interact with a virtual activities and scenarios including a virtual computer image and animation of the toy connected to a computer which is connected to the Internet. User may also purchase or win a USB (Universal Serial Bus) node or dongle with codes that attach to the USB connection on the toy to allow access to special rooms and events in the virtual world on the website. The status of the game is saved back to the memory storage in the toy. | 05-28-2009 |
20090143145 | Read Redirection of Physical Media - Redirection of physical media interaction is disclosed. For instance, a read action can be redirected from an optical disc to a secure virtualization module that virtualizes optical discs. The module can take digital packages in one format and present them to optical disc drivers configured to read the content of such packages in a different format. Thus, the module allows for online media content to remain in its native format while being accessible to existing native gaming console resources configured to read content in a different format. In other aspects, the module can perform various security checks on the packages, including hashing the fragments of packages, where such fragments can contain licensing provisions that can be examined by the module. The module itself can be downloaded and installed onto a gaming system or it can be pre-in stalled. | 06-04-2009 |
20090149262 | SYSTEM AND METHOD FOR COMMUNICATING AND COMPILING GAME PLAY INFORMATION - Embodiments of the present invention generally relate to entertainment systems, and more particularly to a system and method for, inputting and compiling information relating to game play at one or more game units. Game play information may be inputted into a communicator through the use of a user interface. According to some embodiments, a game play template may be used to input the game play information in the communicator. A variety of different methodologies, depending on the type of communicator utilized, may be used to communicate the inputted game play information to a host game server, including, but not limited to, MMS, SMS texting, WAP, or any other such portable text messaging or worldwide web accessible functionality. Opponents may have an opportunity to edit and validate the inputted game play information. Recorded game play information or league reports may be communicated to the communicator. | 06-11-2009 |
20090156315 | SYSTEM AND METHOD FOR MANAGING METER INFORMATION IN A GAMING SYSTEM - A method for managing meters in a gaming system comprises receiving meter information at a client gaming machine in a format employed by a client/server gaming system. The information is processed to be compatible with a gaming management system. The processed meter information is then provided to the gaming management system. | 06-18-2009 |
20090163281 | HANDHELD VIDEO PLAYER AND OPTICAL STORAGE DISC WITH ADVERTISING DATA FOR USE THEREWITH - An optical storage disc can be used in a handheld video player that includes a processing module, a interface module for receiving a video signal, and a display device. The optical storage disc includes a first portion that stores a plurality of advertising data; and a second portion that stores a plurality of operational instructions including a video player application. When the optical storage disc is loaded in the portable game console and when the plurality of operational instructions are executed by the processing module, the video player application decodes the video signal to produce a decoded video signal that includes at least one advertisement from the plurality of advertising data and displays video content from the video signal on the display device. | 06-25-2009 |
20090163282 | COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM, AND GAME APPARATUS - A game apparatus detects an input position, on an input plane, at which an input operation has been performed. The game apparatus also detects an operation sound that occurs due to the input operation performed on the input plane. The game apparatus evaluates the detected operation sound, and obtains a result of the evaluation (e.g., volume of the operation sound). The game apparatus performs game processing by using the detected input position and the result of the evaluation. This enables the game apparatus to perform more complex processing by using a touch operation as input information, and allows a player to provide more complex instructions based on the touch operation. | 06-25-2009 |
20090170609 | GAME SERVICE METHOD FOR PROVIDING ONLINE GAME USING UCC AND GAME SERVER THEREFOR - Provided are a game service method, where UCC can be used in an online music game that uses music as an element, and a game server therefor. The game service method includes receiving user created contents (UCC) data in which accompaniment music data and a song sung by a music user are combined, generating note background music (BGM) data in which action note data corresponding to the accompaniment music data and the UCC data are combined, and providing an online music game using the generated note BGM data to a game user. | 07-02-2009 |
20090170610 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090170611 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090170612 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090170613 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090170614 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-02-2009 |
20090176578 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-09-2009 |
20090176579 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-09-2009 |
20090176580 | SYSTEM AND METHOD FOR COLLECTING AND USING PLAYER INFORMATION - A distributed computer system is provided for collecting player information. Further, a scoring system is provided that rates a player based on one or more elements of the collected information. Players may be rated with respect to a number of characteristics. Responsive to a determined rating or score, action may be taken by the distributed system with regard to the player. For instance, the player may be provided a complimentary offer, provided an award, and invitation to come to a gambling location, presented an advertisement, or other action may be performed involving the player. Further, the distributed computer system may permit a player to manage their frequent player accounts and receive complimentary offers based on a set of criteria specified by the player. | 07-09-2009 |
20090176581 | INSTRUCTIONAL GAMING METHODS AND APPARATUS - An instructional gaming apparatus and method implements adaptive instructional gaming from a start point along a trajectory to a final goal. The system comprises a receiver for electronically receiving data from a user. The system further includes an electronic subject matter database with a clearly defined set of discrete heuristics combined with an electronic processor for the creation of an electronic instructional gaming curriculum unique to the individual user and their goals to enable proficiency in the given subject matter. Performance is periodically tested. And electronic means allows the information from the user performance database to be incorporated into the discrete heuristic utilized by the electronic processor for the creation of future electronic instructional gaming curriculums and/or individual instructional gaming lessons for the specific user in the given subject. | 07-09-2009 |
20090197686 | SYSTEM AND METHOD FOR DRIVING ARTIFICIAL INTELLIGENCE (AI) CHARACTERS HAVING CONTINUOUS REEVALUATION OF CURRENT GOALS AND HAVING NAVIGATION PATH - A method for driving an artificial intelligence (AI) character involving computing a navigational graph for a virtual environment and moving the AI character along a current path for an AI character from a current location to a current destination is disclosed. While moving the AI character along the current path the potential alternative destinations are continuously evaluated and a new destination or the current destination based upon a heuristic analysis of the alternative destinations and the current destination. The system also continuously determines whether the AI character can leave the current path. | 08-06-2009 |
20090215542 | GAME PROGRAM, GAME DEVICE, AND GAME CONTROL METHOD - It is an object of the present invention to allow a character to prepare for participating in a match-up event. The present program is configured to execute processing of controlling a match-up event in a game. A first character in the match-up event is displayed on a first screen with first character's image data. Then, a second character standing by for participating in the match-up event is recognized by a control unit with second character's recognition data. Next, a preparation start command is issued by the control unit for causing the second character to start preparation for participating in the match-up event. When the preparation start command is issued by the control unit, a second character preparing for participating in the match-up event is displayed on a second screen with second character's image data. | 08-27-2009 |
20090247305 | ELECTRONIC TRADING CARD AND GAME SYSTEM - A trading card, a game system and method for interactive game system is disclosed. The trading card includes a substrate and a personality module configured to store one or more attributes of the trading card. The game system includes at least a first trading card and a second trading card. The first trading card and the second trading card include a substrate, a processing engine and a wireless interface configured to detect the presence of the other trading card. The first trading card sends a message to impact the second trading card. A method for interactive game system using first trading card and second trading card is also disclosed. | 10-01-2009 |
20090258708 | GAME MOVIE MAKER - Methods, apparatuses, and techniques for recording a user's game play experience. The player's game play can be recorded by recording a player's commands as the player navigates a game level as well as game data that can include a state of the game and variables, such as random numbers, generated during the game play that were used to control aspects of the game. The recording of the player's game play can then be reviewed and shared with others. | 10-15-2009 |
20090258709 | Game apparatus and storage medium storing game program - A player character appearing in a virtual game world is caused to perform actions in accordance with operation data. Based on the actions performed by the player character, operation tendency data, which indicates a tendency in operations performed by a player operating the player character, is generated, and a group of image data and the operation tendency data of the player character is stored. Then, an image of a non-player character indicated by the stored image data is displayed on a display device in accordance with the image data. An action of the non-player character in a virtual game world is controlled in accordance with the stored operation tendency data. | 10-15-2009 |
20090258710 | SYSTEM AND METHOD FOR ATHLETIC PERFORMANCE RACE - Systems and techniques for the collection and display of athletic information. Athletic data relating to a single person or group of people is collected at a central location, and subsequently displayed at a desired remote location so that the person or people can review and critique their performance. In addition, athletic data for multiple persons can be collected at a central location, and subsequently displayed to a user at a desired remote location, so that the user can compare his or her athletic activities to others, for example as part of an event, competition, or race. | 10-15-2009 |
20090258711 | Method and System of Displaying Technical Information on a Gaming System - A gaming system is operable by a player to play a game. The gaming system comprises a first display, and storage arranged to store technical information related to operation of at least part of the gaming system. The first display is arranged to show at least a portion of the technical information. | 10-15-2009 |
20090258712 | Game Device - Game data that can be conveniently used by a game program is provided: a save API processing module is configured as an application processor calls a save data utility function for data saving; a status acquisition unit acquires status information indicating the status of environment for executing the game program; an appending unit appends the status information thus acquired to the game data acquired by a game data acquisition unit as additional information and stores the resultant data in a hard disk; an additional information acquisition unit in a load API processing module acquires the additional information from the saved data; a determination unit determines whether the current status information matches the additional information; and the result of determination is communicated by a notification unit to the application processor. | 10-15-2009 |
20090270182 | GAME MACHINE, GAME MACHINE CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - A game machine which can improve an interest of selection of an action type of a player character is provided. A line output controlling unit ( | 10-29-2009 |
20090270183 | GAME PERFORMANCE SYSTEMS AND METHODS - Game performance systems and methods are provided. The game performance system includes a display unit, an image capture unit, and a processing unit. The display unit displays at least a board corresponding to a board game, wherein at least one game accessory is placed on the display unit. The image capture unit captures an image corresponding to the game accessory and the board displayed in the display unit. The processing unit receives the image, and performs a game decision corresponding to the board game according to the image. | 10-29-2009 |
20090291764 | SYSTEM AND APPARATUS FOR A CONTROLLED TOY TO INTERACT WITH A COMPUTER GAME - A system for a controlled toy to interact with a computer game includes a toy including an unique identity and configurable for controlled movement within a predefined space including at least one predefined location. A controller controls movements the toy. A database stores the unique identity and a registration of the toy with a player of the computer game. A computing device executes the computer game, wherein the computing device controls parameters within the predefined space, instructs the controller to move the toy and records at least one event of the toy moving in the predefined space. At least one sensor detects the unique identity, wherein an arrival of the toy at the at least one predefined location in the predefined space enables the at least one sensor to detect the unique identity and communicate the unique identity and the arrival to the computing device for recording as an event. | 11-26-2009 |
20090298596 | Game system - Disclosed is a novel game system, comprising a computer device; a game platform to communicate with the computer; and at least one game control module to detect environment data and to transfer the environment data to the game platform. In the present invention, the game platform stores at least one game software to be executed in the computer and the game platform provides the environment data to the computer whereby the computer executes the game software in association with the environment data. The environment data represent the position, orientation, acceleration of the game control module, and their variations. | 12-03-2009 |
20090305791 | GAME MACHINE - To provide a game machine capable of recording a play score for a team constituted of self and partners in a portable recording medium separately for each team, and executing team-specific game processing by using recorded data regarding the team. | 12-10-2009 |
20090312106 | COMPUTER-READABLE STORAGE MEDIUM AND GAME APPARATUS - When a music performance game starts, the user selects a part to be assigned to himself/herself. When the selection of the assigned part is completed, an ensemble starts. When the ensemble starts, the user can participate in the ensemble by performing an input operation corresponding to the assigned part. During the ensemble, history data representing the user's musical performances in chronological order is generated and stored in an external main memory. When the ensemble ends, the user can play again, changing assigned parts. At this time, as for the part currently selected by the user, the instrument is played based on the user's input, while the history data representing the user's current musical performances in chronological order is generated. Of the other parts, as for the parts that the user has selected earlier, the instruments are played automatically based on the history data. | 12-17-2009 |
20100009760 | GAME PROGRAM AND GAME APPARAUS - A game apparatus comprises an operation data acquiring means for acquiring operation data from a first input device including at least a first acceleration sensor and an angular velocity sensor and a second input device including at least a second acceleration sensor, and a game processing means for performing game processing on the basis of first acceleration data output from the first acceleration sensor, second acceleration data output from the second acceleration sensor, and angular velocity data from the angular velocity sensor, in the operation data. | 01-14-2010 |
20100009761 | STORAGE MEDIUM STORING DIGITAL DATA CORRECTION PROGRAM AND DIGITAL DATA CORRECTION APPARATUS - Digital data obtained by converting, by an AID converter, an angular velocity measured by a sensor is transmitted from a remote control to a game machine. A CPU of the game machine corrects the digital data. That is, the CPU sequentially stores sequential digital data in a buffer. A stable range (d | 01-14-2010 |
20100022310 | Identifying Obstructions in an Impression Area - Systems and methods for defining and tracking advertising campaigns across a channel video game network are disclosed. The system allows advertisements to be dynamically activated in video games. Advertisements are tracked to determine user impressions and user exposure to the advertisement. In the system, an impression area is defined relative an advertisements in the game. Methods for redefining the impression area or for accounting for the existence of obstructions that distort the view of the advertisement are also provided | 01-28-2010 |
20100029389 | SYSTEMS AND METHODS FOR MANAGING MEMORY IN WAGERING GAME MACHINES - Systems and methods manage memory in a wagering game machine. The systems and methods determine one or more quantities of various types of memory that are required by a wagering game application. The systems and methods determine if the wagering game machine has enough available memory to perform a requested operation such as downloading the wagering game, activating a component of the wagering game, or installing content for the wagering game. | 02-04-2010 |
20100029390 | METHOD AND SYSTEM FOR SIMULATIONS OF DYNAMIC MOTION AND POSITION - Methods and systems for simulating dynamic motion and position. The methods and systems are particularly well-suited for use in sports simulation video games (e.g., a basketball simulation) and gaming systems. Using a simplified model of mass and structure and a physics engine, realistic movement can be mimicked by simulation/game entities. For each entity a sense of balance may be measured that affects the entities ability to achieve objectives. The entities are projected onto an n-dimensional space, the properties of which affect the probability that an entity will succeed with respect to a given objective. The methods and systems may be used to generate a visual representation of simulation, such as in a video game. | 02-04-2010 |
20100041483 | GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - In a game device ( | 02-18-2010 |
20100048305 | SYSTEM AND METHOD FOR STORING AND ANALYZING DATA RELATING TO CARD GAMES - The present invention generally relates to a system and method for tracking data relating to various types of card games, including, for example, poker, and more particularly, includes a hand-held device for the storage of card game results and a remote system for the storage and further analysis of card game results. Users can use the device to formulate better card game strategies for future play, and learn to recognize patterns of cards which are likely (or not likely) to result in winning hands. | 02-25-2010 |
20100048306 | Multi Video Game Changer - A multi video game changer is presented. A video game changer can comprise a magazine for holding multiple video game media. The changer receives instructions, possibly including software instructions, from a game console on how to access video game data on the game media. In response, the changer streams the game data to the game console while buffering small portions of the game data. | 02-25-2010 |
20100048307 | Geographic Data Collection Using Game Play - A method is disclosed for collecting geographic data during game play. A game scenario includes an activity for the game player to perform. The game player may be given an incentive within the context of the game for performing the activity. The incentive may be of non-monetary, monetary or in-game value. Performing the activity within the context of the game directly or indirectly results in the generation of data that is collected and used for the purpose of updating, adding to or supplementing a geographic database. | 02-25-2010 |
20100069159 | GAME APPARATUS AND COMPUTER READABLE STORAGE MEDIUM STORING GAME PROGRAM - Instead of using an operation inputted by a player, a series of operation data for continuously moving a player character for a predetermined time period of a game is previously stored as automatic operation data. Automatic control means moves the player character based on the automatic operation data. Furthermore, the automatic control means receives a play start operation indicating that the player starts to play the game while the automatic control means moves the player character. A movement of the player character control led based on the automatic operation data is finished at a time when the play start operation is received, and the movement of the player character starts to be controlled based on an operation of the player. | 03-18-2010 |
20100075760 | PARTITION MANAGEMENT IN A WAGERING GAME SYSTEM - A computerized wagering game system includes a gaming module operable to conduct a wagering game on which monetary value can be wagered, and a nonvolatile storage module comprising two or more partitions on at least one nonvolatile storage device and a controller operable to manage the two or more partitions. | 03-25-2010 |
20100075761 | SYSTEM AND METHOD FOR SELF-EVIDENT MULTIUSER CONTENT - Systems and methods are provided to implement a technique for generating interactive events in a simulation, such as creating encounters in an online computer game. In one implementation, encounters are created based on the players and the environment and allow for interaction that is different for different players. Players can select encounters for interaction and choose how to handle the encounter. Encounters may have one or more objectives for participating players to resolve. The objectives for the same encounter may be different for different characters depending on the characteristics of the player characters. If multiple player characters interact with the same encounter, they may each be presented with different objectives, some or all of which may be competing. In addition, the objectives for an encounter may change depending on how other objectives are resolved. | 03-25-2010 |
20100087257 | ASSISTED NAVIGATION IN VIRTUAL ENVIRONMENTS - Navigational data may be collected from experienced users and paths may be extracted from the navigational data. One or more points of interest may be identified in the navigational data and the points of interests may be merged into an interest region. The navigational data may be reviewed for interest paths between the interest regions. The collection of possible interest paths may be reviewed interest paths in view of statistical procedures and criteria to determine if the interest path is a preferred interest path. If the preferred interest path does not satisfy the predefined constraints, additional interest paths may be reviewed by substituting an additional interest path for the interest path and repeating the review the interest path analysis. If the preferred interest path satisfies predefined criteria, a walkthrough of the virtual world may be generated based on the preferred interest path. | 04-08-2010 |
20100087258 | INFORMATION STORAGE MEDIUM, GAME SYSTEM, AND METHOD OF CONTROLLING GAME SYSTEM - A game system includes: a music reproduction section that reproduces music data stored in a storage section; a character display control section that displays a character disposed on a map; a timing mark display control section that displays a timing mark in relation to the character, the timing mark indicating an evaluation timing that is set according to the music data; an input timing acquisition section that acquires an input timing of an input through an operation section; and an evaluation section that evaluates an operation of a player based on the acquired input timing and the evaluation timing, and the character display control section changes a motion of the character based on an evaluation result of the evaluation section. | 04-08-2010 |
20100093444 | Gaming System and Method for Sudoku-Based Game - A gaming system and method for administering a Sudoku-based game is provided that includes at least one engine for randomly generating a Sudoku puzzle, at least one first module for modifying the generated Sudoku puzzle into a game puzzle, at least one second module for permuting the game puzzle for each player, and at least one system for providing a game puzzle to each player and administering a gaming game from the game puzzle provided to each player. | 04-15-2010 |
20100105484 | APPARATUS AND METHOD OF ON-LINE REPORTING - An entertainment device comprises a display generator arranged to generate for display a representation of an on-line virtual environment comprising one or more avatars corresponding to users of one or more remote entertainment devices each interacting with that online virtual environment, a network communicator operable to receive data representative of the actions of other users within the on-line virtual environment and to receive content sourced from one or more users of the one or more remote entertainment devices interacting with that online virtual environment, an input device operable by the user to instigate a reporting event and a content identifier operable to generate information indicative of content sourced from one or more users of the one or more remote entertainment devices and that was available to the entertainment device when the reporting event was instigated, and in which the network communicator is operable to transmit a report to a remote device comprising said generated information. | 04-29-2010 |
20100113163 | GAMING APPARATUS INCLUDING AN ELECTRONIC GAMING MACHINE AND A DIGITAL NAMEPLACE DEVICE - A gaming apparatus includes an electronic gaming machine and a digital nameplate device. The electronic gaming machine includes a storage medium for storing a game software that has corresponding game information, a game processor operable to execute the game software, a display module controlled by the game processor to generate game images, and a machine housing for housing the storage medium and the game processor and on which the display module is mounted. The digital nameplate device is mounted on the machine housing, and includes a memory unit, a controller coupled to the memory unit and the game processor, and a nameplate display coupled to the controller. The game processor is configured to control the controller to store the game information in the memory unit. The controller is configured to access the game information stored in the memory unit and to control the nameplate display to display the game information. | 05-06-2010 |
20100124993 | SYSTEM FOR PROCESSING GAMING ACTIVITY - Embodiments of the present invention are directed to a gaming device configured to record gaming activity, a method of processing the recorded gaming activity to analyze player behavior, and a system including the gaming device. The gaming device may include a gaming display to display gaming events played on the gaming device by a player during a gaming session, a player interface panel including a plurality of gaming buttons and a game initiating button configured to initiate the gaming events, and a game processor configured to record each activity between the player and the gaming device, wherein each recorded activity is associated with a time stamp. | 05-20-2010 |
20100144447 | GAME APPARATUS AND STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON - A game apparatus capable of performing a game process in accordance with a motion applied to an input device. The game apparatus includes motion direction identifying means, moving direction setting means, correction means, and movement control means. The motion direction identifying means identifies a motion direction of the input device. The moving direction setting means sets a moving direction of a player object in a virtual game world in accordance with the motion direction of the input device. The correction means corrects the moving direction set by the moving direction setting means in accordance with a positional relation between the player object and a target object, which is other than the player object, in the virtual game world The movement control means causes the player object to move in the virtual game world in accordance with the set moving direction. | 06-10-2010 |
20100144448 | INFORMATION STORAGE MEDIUM, GAME DEVICE, AND GAME SYSTEM - A computer-readable information storage medium storing a program that causes a computer to function as: an object data storage section that stores a plurality of base objects each of which forms a base of a hairstyle of a game character and a plurality of part objects each of which can be attached to at least one of the plurality of base objects; a setting information storage section that stores setting information that links one base object among the plurality of base objects and at least one part object among the plurality of part objects that have been selected by a game player to a game character of the game player; an object space setting section that sets the one base object and the at least one part object in an object space as elements of a game character based on the setting information; and a drawing section that generates an image of the object space viewed from a given viewpoint. | 06-10-2010 |
20100151948 | DANCE RING VIDEO GAME - A video game application provided on storage media such as optical disks readable by computers, video game consoles, or other electronic devices to provide a ring dance game including sensing movement and position of two handheld controllers. The game method includes displaying a heads up display (HUD) on a screen that includes a dance ring defined by six or more target elements or ring segments that are positioned in different zones of the HUD ring such as on the periphery of the dance ring. Cue elements associated with a right hand controller and a left hand controller emanate in a pattern from the ring center and travel outward in the differing zones to strike the target elements. Play involves a player dancing by moving the handheld controllers in response to the cues striking the target elements, which allows a game designer to create a dance game with multi-directional, two-hand cues. | 06-17-2010 |
20100160048 | ENHANCED VIDEO GAME JUKEBOX-TYPE SYSTEM AND METHODOLOGY - A multiple game jukebox system includes a hard drive that is able to execute video game software designed for execution on a conventional home-based system. The hard drive embodies various partitions including multiple partitions, where each partition represents a video game DVD disk. In communicating with such a hard disk drive device using the existing DVD bus, a particular pattern of disk reads or seeks is utilized to cause the hard drive to serve alternative data on subsequent disk reads (other than what exists on the currently selected disk). A media serving device initially defaults to playing a disk that contains a game selection menu program. The menu permits a user to select one of multiple video games for play. | 06-24-2010 |
20100160049 | STORAGE MEDIUM STORING A GAME PROGRAM, GAME APPARATUS AND GAME CONTROLLING METHOD - A game apparatus includes an inward camera, and a skin color is extracted from an imaged image imaged by the inward camera. During execution of the game, it is determined whether or not a skin color region being above a predetermined ratio is detected at a specific region. If the skin color region is above the predetermined ratio, it is determined the face of a user is correctly recognized, and feature points are detected from the imaged image. By detecting whether or not the entire face of the user is recognized, by detecting a part of the face or its movement, on the basis of the feature points, the game is progressed depending on whether or not a predetermined condition is satisfied. However, if the skin color is equal to or less than the predetermined ratio, it is determined that the face of the user is not correctly recognized, and a determination based on the feature points is not performed. | 06-24-2010 |
20100160050 | STORAGE MEDIUM STORING GAME PROGRAM, AND GAME DEVICE - A processor repeatedly executes, at a predetermined cycle, obtaining image data by an inner camera and body recognition processing based on the obtained image data. The processor proceeds with a game based on a recognition result (user's image) obtained (updated) periodically. The processor captures image data at the timing of the recognition result (user's image) satisfying each of conditions 1, 2, . . . during the game proceeding. After the game is over, image data 1, 2, . . . captured during game play is displayed (replayed). | 06-24-2010 |
20100178988 | GAME APPARATUS AND STORAGE MEDIUM STORING GAME PROGRAM - Provided is a game apparatus performing game processing using acceleration data outputted from an acceleration sensor that detects acceleration in directions of at least two axes with respect to an input device. Range setting means sets, for determining first acceleration relating to at least one axis among the at least two axes, a plurality of determination ranges for the first acceleration. Range control means changes, by using the acceleration data, at least one of the determination ranges according to second acceleration relating to at least one axis among the at least two axes, the at least one axis including at least a different axis from the at least one axis relating to the first acceleration. Determination means determines which determination range includes the first acceleration indicated by the acceleration data. Came processing means performs game processing according to a determination result provided by the determination means. | 07-15-2010 |
20100184518 | APPLYING GRAPHICAL CHARACTERISTICS TO GRAPHICAL OBJECTS IN A WAGERING GAME MACHINE - Systems and methods for providing programs on wagering game machine peripherals are described. The programs may be shader programs for execution by one or more programmable shaders on a graphics processing unit. The programs may provide a graphical result, e.g. an output on a display, or may provide a non-graphical result of a computation to a general purpose processor on the wagering game machine. | 07-22-2010 |
20100190555 | System and method for dynamic video game recap - There is provided a system and method for providing dynamic recap sequences to a player of a video game. There is provided a method for use by a processor to present a recap sequence to a player of a video game, the method comprising storing, in a memory, identification data identifying the player and associated event data relating to the video game played by the player after a first game play, receiving the identification data to identify the player for a second game play, retrieving the event data from the memory, creating a prioritized event list including a number of events from the event data, generating the recap sequence based on the prioritized event list, and presenting the recap sequence to the player prior to the second game play. Creation of the prioritized event list can be customized to suit particular requirements of the video game. | 07-29-2010 |
20100190556 | INFORMATION STORAGE MEDIUM, GAME PROGRAM, AND GAME SYSTEM - Embodiments of the invention provide a computer-readable storage medium tangibly storing a game program for generating images in an object space viewed from a given viewpoint. The program causes a game system to function as an acceptance unit and a processing unit. The processing unit performs processing to create a severance plane, define a mesh structure for an object, determine whether the severance plane intersects the mesh structure, sever the object into multiple sub-objects, define mesh structures for the multiple sub-objects, and create and display caps for severed ends of the multiple sub-objects. | 07-29-2010 |
20100197411 | Interactive Media - A removable storage medium comprising media content, and further comprising supplementary data for use with interactive toys, the supplementary data being categorised according to one or more criteria selected from the list consisting of: i. physical capabilities of an interactive toy; ii. target age-range of a user of an interactive toy; iii. licensing type of an interactive toy; iv. personality type of an interactive toy; v. the apparent gender of an interactive toy; and vi. the apparent age of an interactive toy. | 08-05-2010 |
20100203973 | Media Controller with Fingerprint Recognition - A system and method for retaining, associating, and reloading a user's preferences in a video game system without requiring active participation from the user is provided. The system may include an object control mechanism for receiving a passive indication from the user to perform a fingerprint scan of the user's fingertip. A fingerprint scanner may be coupled to the object control mechanism for transparently performing the fingerprint scan to generate identifying data for the user. If the identifying data for the user matches identifying data for a preexisting user, then preferences associated with the preexisting user may be reloaded. If the identifying data for the user does not match identifying data for a preexisting user, then preferences of the user may retained and associated with the user's identifying data. | 08-12-2010 |
20100210364 | MANAGEMENT OF GAMING DATA - Systems and methods for managing gaming data are provided. The system may include at least one computing device coupled to a gaming service. The computing device may be configured to execute a gaming engine configured to generate a first character profile based on a user's interaction within a gaming environment included in a first gaming application. Additionally, the computing device may be configured to execute an update module configured to merge the first character profile with a second character profile generated via a second gaming application based on a user's interaction within a second gaming environment and generate a merged character profile, the merged character profile including content from the first and second character profiles, wherein the content include statistical data, character trait data, and/or item data from the first and second character profiles. | 08-19-2010 |
20100216554 | MUSIC GENRE JUDGING DEVICE AND GAME MACHINE HAVING THE SAME - The music genre judging device comprises: a signal processing unit | 08-26-2010 |
20100240460 | STORAGE MEDIUM STORING GAME PROGRAM, GAME APPARATUS AND GAME CONTROLLING METHOD - A game apparatus includes a CPU, and in a case that two or more players play a game in turn, when a game as to a certain player is ended, the CPU selects a player for a next game out of registered already-selected players who have already been selected to participate in the game or not-yet-selected players who have not yet been selected to participate in the game according to an instruction by the player. If the not-yet-selected player is selected as a player for the next game, the player is registered as an already-selected player. | 09-23-2010 |
20100240461 | METHODS, SYSTEMS, AND COMPUTER READABLE MEDIA FOR ONLINE COMMUNITY-DRIVEN COMPUTER GAME DEVELOPMENT - The subject matter described herein includes methods, systems, and computer readable media for online community-driven computer game development. According to one aspect of the subject matter described herein, a method for community-driven computer game development is provided. The method includes providing at least one server comprising one or more computers programs for receiving a plurality of computer game idea submissions from members of an online community, where each computer game idea submission includes a description of a computer game to be developed. At least one of a number of votes and a rating is received from the online community for each of the computer game idea submissions. One or more finalists are determined from the plurality of computer game submissions based on the relative number of votes or the rating for each of the computer game idea submissions, where the finalists are a subset of the computer game idea submissions. At least one of a number of votes and a rating is received from the online community for each of the one or more finalists. A winner is selected from the one or more finalists based on the relative numbers of votes or the rating for each of the one or more finalists. A computer game based on the game idea submission of the winner is developed. | 09-23-2010 |
20100248843 | ONLINE GAMING SYSTEM - A method of controlling a game program adapted to operate a game in a device is disclosed. The method comprises accessing configuration data defining one or more states or events which can occur at the device and which are not related to the game program, and specifying for each defined state or event a game action to be performed by the game program in response to the defined state or event. The occurrence of one of the defined states or events at the device is detected, and the game action specified in the configuration data for the detected state or event is performed in response to detection of the defined state or event. Also disclosed is an online gaming system adapted to provide access to a plurality of concurrent multiplayer games, comprising a player allocation component. The allocation component is adapted to access information relating to the history or state of play in one or more of the plurality of games, select one of the plurality of games for the player in dependence on the information, and allocate the player to the selected game. | 09-30-2010 |
20100248844 | GAME APPARATUS AND RECORDING MEDIUM RECORDING GAME PROGRAM - As an example, a value obtained by adding the magnitudes of a plurality of angular velocities around respective axes indicated by angular velocity data obtained from an input device including gyroscopic sensors, is used to calculate a rotation parameter indicating a rotation amount. A predetermined object which is rotated, depending on the rotation amount corresponding to the rotation parameter, is displayed on a display device. As another example, when it is determined, based on the angular velocity data, that the attitude of the input device is stable, a stability flag which indicates that the attitude of the input device has been at least once stable is set and updated to ON. When there is an input device whose stability flag is OFF, the aforementioned determination is performed and a screen including a result of the determination is displayed on a display device. | 09-30-2010 |
20100248845 | GAME DEVICE, METHOD OF CONTROLLING A GAME DEVICE, AND INFORMATION STORAGE MEDIUM - A target output control section causes, after a game has started, a target which a user needs to achieve in the game to be output. A target output standby section holds the target output by the target output control section on standby based on an achievement status for the target. | 09-30-2010 |
20100292010 | STORAGE MEDIUM STORING GAME PROGRAM, GAME APPARATUS, AND GAME CONTROLLING METHOD - A game apparatus includes a CPU, and when a virtual game is started, the CPU generates game image data and displays a corresponding game screen on a monitor. In the game screen, an operating instruction describing operation procedure is displayed and contents of the instruction changes according to a progress of the game. For example, as the game advances, an operating instruction including how to perform a new operation is displayed when a player object learns a new attack, or when a level (experience) of the player object increases or an operation level of the player increases. However, if the virtual game has not been played for a relatively long period of time, the operating instruction is displayed regardless of the progress of the game. | 11-18-2010 |
20100292011 | GAME PROGRAM, GAME APPARATUS AND GAME SYSTEM - A game apparatus stores a history in relation to a game operation as replay data in a memory, and displays a replay image on the basis of the stored replay data on a monitor. A CPU of the game apparatus creates highlight scene positional information indicating a at least temporal position of a highlight scene in the replay image on the basis of a highlight scene position designating operation, stores the created highlight scene positional information by bringing it into association with the replay data in the memory, and displays a time-line image representing a temporal position of the highlight scene in the replay image on the monitor on the basis of the highlight scene positional information when the replay image is displayed on the monitor. | 11-18-2010 |
20100298055 | ENCODING AND DISTRIBUTION OF GAME PLAY THROUGH COMPACT MESSAGE ENCODING AND GRAPHICAL RENDERING - A game play encoding and delivery method and means are provided, having encoding elements which create simple messages to represent movements and features of a sports game or other competition. Streams of such game activity messages are delivered to viewers who watch the game action as rendered into a simple graphical presentations. The system is particularly useful for overcoming the lack of availability of sports event viewing in certain non-traditional viewing situations or in situations where viewer attention is divided. | 11-25-2010 |
20100304870 | STORAGE MEDIUM STORING GAME PROGRAM AND GAME APPARATUS - A computer readable storage medium storing a game program and a game apparatus capable of preventing a game process which is performed, depending on a result of contact determination with respect to objects from being illogical for a player are provided. In the game apparatus, a contact determination section repeatedly determines whether a player object contacts a block. The results of determination are successively stored into a determination result storing section. A first processing section permits the player object to jump when, of the results of determination stored in the determination result storing section, at least one result of determination including a result of determination a predetermined period of time before indicates that the player object contacts the block. | 12-02-2010 |
20100304871 | GAME PROGRAM AND GAME APPARATUS - A game apparatus displays game space on a display means, and the game space includes a first area and a second area which interrupts continuity of a movement of an object in the first area. A user sets a moving route within the game space by means of a touch pen. The collision, that is, the object moves along the route. Assuming that the object moves to a next point position on the route, when the next point position where the object will enter the second area is set, the computer corrects the next point position to a target position within the first area, and then moves the object thereto. | 12-02-2010 |
20100304872 | Universal Game Download System For Legacy Gaming Machines With NVRAM Emulation - A universal method and system for downloading game software to ROM based legacy gaming machines, activating selected games and providing new services. The method includes a ROM emulator for replacing the game program image and an NVRAM emulator for swapping the game context and critical meters accordingly. The method includes detection of the state of the current game activity such as to activate a new game only at an authorized time, when no player is playing a game or is carded-in for example. The system includes emulation of the original peripherals fitted to the legacy gaming machine such as to offer extended functionality and services. The universal method and system therefore prolongs the useful life of legacy machines which otherwise would be prematurely retired. | 12-02-2010 |
20100317444 | USING A HUMAN COMPUTATION GAME TO IMPROVE SEARCH ENGINE PERFORMANCE - Human computation games are provided wherein a player is shown a page, such as a web page. The player is then asked to provide one or more terms that are intended to cause a search engine to return the page in response to performing a query using the terms. The terms provided by the player during game play are then collected, stored, and utilized to improve the performance of the search engine. | 12-16-2010 |
20100317445 | SYSTEM, APPARATUS, AND METHOD FOR PREDICTING A FIGHT RESULT - A method and apparatus for predicting a winner of a fight. The method includes: selecting at least two fighters; selecting at least one of a plurality of criteria for each of at least two fighters; and calculating a winner based on the selected at least one of the plurality of criteria. The criteria can be assigned a level of importance by a user. The user can add new criteria to predetermined criteria. | 12-16-2010 |
20100317446 | INFORMATION PROCESSING DEVICE, INFORMATION PROCESSING DEVICE CONTROL METHOD, PROGRAM, AND INFORMATION STORAGE MEDIUM - To provide an information processing device capable of facilitating input by a user of a symbol, such as, e.g., a character, a mark (a symbol in a narrow sense), a pictogram (a pictorial symbol), and so forth. An area setting unit ( | 12-16-2010 |
20100323800 | GAME TERMINAL, PLAY-DIFFICULTY-LEVEL SETTING APPARATUS, COMPUTER PROGRAM, AND STORAGE MEDIUM - A processor of a game terminal estimates energy consumption of a hypothetical player, assuming that the hypothetical player performs at least one reference dance for a play period, on the basis of a step-sequence data element describing the reference dance. The processor of the game terminal generates a data item describing a value corresponding to the estimated energy consumption, and writes, into an in-terminal memory unit, the data item as a difficulty-level data item describing the difficulty level of the reference dance. | 12-23-2010 |
20100331090 | COMPUTER READABLE STORAGE MEDIUM AND INFORMATION PROCESSING APPARATUS - First, a position and/or a direction of at least one predetermined first node among a plurality of nodes is determined, and then a position and/or a direction of at least one predetermined second node among the plurality of nodes is determined based on the position and/or the direction of the first node and reference posture information representing a reference posture of an object. Based on the position and/or the direction of the first node and the position and/or the direction of the second node thus determined, the object is displayed on a display device. | 12-30-2010 |
20100331091 | COMPUTER READABLE STORAGE MEDIUM AND INFORMATION PROCESSING APPARATUS - A CPU causes an object to make a predetermined motion, and calculates an attracting force or a repulsive force generated, in accordance with the predetermined motion, between a node of attention among a plurality of the nodes and at least one connected node connected to the node of attention. Further, the CPU calculates a maximum value and a minimum value, of each reference axis direction in a virtual space, of an attracting force or a repulsive force generated between the node of attention and the at least one connected node, calculates a modification vector using the calculated maximum value and minimum value of each reference axis direction, and controls the node of attention based on the calculated modification vector. | 12-30-2010 |
20110003643 | RECOVERING A PERSISTENT STORAGE UNIT IN A WAGERING GAME SYSTEM - Systems and methods include detecting the failure or imminent failure of a persistent storage unit for a wagering game machine. Upon detection of the failure, a flag is set to indicate that failed persistent storage unit is being replaced. After replacement, the wagering game machine is restarted. The flag indicating persistent storage unit replacement is read and wagering game machine software assets are automatically loaded onto the replacement persistent storage unit. The software assets to be loaded may be determined from an asset list maintained on the wagering game machine or on a server communicably coupled to the wagering game machine. | 01-06-2011 |
20110039624 | CYBER-PHYSICAL GAME - Techniques are generally described related to model an actual sports game in a cyber-physical game. One example method may include one or more of receiving a first set of data collected from the actual sports game as the actual sports game is being played, generating an objective in the cyber-physical game based on the first set of data, receiving a second set of data as the cyber-physical game is being played, and evaluating the second set of data in view of the objective to generate a score and to determine whether to continue the cyber-physical game as the actual sports game is being played. | 02-17-2011 |
20110039625 | Game Control Program, Game Device, And Method For Controlling Game - A game device comprising: a roll control unit or a slide control unit operative to allow a character to move on a game field; a jump control unit operative, upon receiving an input operation for allowing the character to jump while the first requirement is satisfied, to allow the character to jump and to change a mode of a game to a special mode where a reward is given to a player; an acceleration control unit operative, upon receiving an input operation for accelerating the character while the second requirement is satisfied, to accelerate the character and to change a mode of a game to a special mode where a reward is given to a player; a combo control unit operative, if no input operation for all owing the character to jump is received while the first requirement is satisfied and no input operation for accelerating the character is received while the second requirement is satisfied, to terminate the special mode and to give a reward to a player in the special mode. | 02-17-2011 |
20110070953 | STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS AND INFORMATION PROCESSING METHOD - A game apparatus includes a CPU, the CPU judges a motion of a player on the basis of a cycle of a load value input from a load controller, and selectively displays an animation of a player object according to the motion. The CPU detects a weight ratio based on the load value of the player every certain length of time to judge whether or not a current weight ratio is equal to or more than a previous weight ratio by a certain value or more. When the weight ratio declines, in a case that the current weight ratio is equal to or more than the previous weight ratio by a certain value or more, a both-arm-raising motion of a flapping motion to be performed by a player is detected. Furthermore, in a case that the weight ratio is less than a predetermined threshold value, a both-arm-lowering motion of the flapping motion to be performed by the player is detected. An updating velocity of an animation frame is controlled according to each motion. | 03-24-2011 |
20110077088 | COMPUTER-READABLE STORAGE MEDIUM HAVING STORED INFORMATION PROCESSING PROGRAM THEREON, AND INFORMATION PROCESSING APPARATUS - A CPU of a game apparatus sequentially obtains, from a gravity center position detection device, gravity center position data indicative of the gravity center position of a user, and detects a variation range of the gravity center position of the user during a predetermined period to the current time, based on previously obtained gravity center position data. In addition, the CPU executes a predetermined information process based on a relative position of a gravity center position, indicated by a latest gravity center position data, with respect to the variation range detected thus. | 03-31-2011 |
20110086713 | GAME DEVICE - Disclosed is a game apparatus, including: a figurative object having a character identifying information; a reading section for reading a character information; a field section for freely moving the figurative object; a storage section for storing a plurality of display character identifying information; an identifying information reading section for reading the character identifying information from the figurative object at the reading section; a position reading section for reading position of the figurative object on the field; a display for displaying a character; and a controller for controlling the position of the character on the display, wherein when the figurative object is put on the field at a first time after the character identifying information has read by the identifying information reading section, the controller causes the display to display the character corresponding to the read character identifying information and controls the position of the character based on a read result of the position of the figurative object on the position reading section. | 04-14-2011 |
20110111865 | BACKGROUND MEMORY VALIDATION FOR GAMING DEVICES - Various embodiments are directed to a gaming device including a background memory validation system. The background memory validation system includes a background kernel thread that validates read-only pages on the gaming device. Additionally, the background kernel thread also minimizes potential timing problems because this process only validates page content in memory that is fully-loaded and functional. | 05-12-2011 |
20110118035 | GAME ACHIEVEMENTS SYSTEM - Systems and method for providing a game achievements system where players are rewarded with game achievements based on mastering certain in-game facets of the games they play. Each game achievement may be conveyed in a profile as a badge or trophy, title, description, date, etc. Players may also accumulate points based on game achievements. A display interface may be made available such that a player may see his achievements and total points, as well as those of others. | 05-19-2011 |
20110124417 | COLLABORATIVE ONLINE RANKING - A system, method and article for ranking a gaming session between a plurality of independent player game components. A method includes receiving one or more gaming session metrics determined at each of a group of the game components participating in a gaming session; calculating a quality metric for the gaming session based on the one or more gaming session metrics received from the group of game components; and storing the quality metric for ranking the gaming session. | 05-26-2011 |
20110136577 | GAME MANAGER WITH MULTI-PLATFORM API COMPONENTS - Methods, systems, and apparatus, including computer programs encoded on a computer storage medium, for multi-player video games. In one aspect, a method includes instantiating, at a server, a game instance, the game instance being for a plurality of users, each user associated with a corresponding user device, and wherein a first user device of the corresponding user devices has an operational platform different from an operational platform of a second user device of the corresponding user devices, and providing, from the server to each user device, a game module for the game instance, the game module specific to the operational platform of the user device and including a server application programming interface (API) specific to the operational platform of the user device. | 06-09-2011 |
20110151979 | METHOD OF ENABLING RESTORATION OF GAMES AND A METHOD OF RESTORING GAMES - There is disclosed a method for enabling restoration of games. The method comprises receiving a request for subsequent restoration of a game at a gaming device, selecting one of a plurality of game state identifiers associated with respective ones of a plurality of game states based on a current game state presented at the gaming device, and issuing the game state identifier. There is also disclosed a method for restoring games. The method comprises receiving a game state identifier, and restoring a game at a gaming device to one of a plurality of game states associated with respective ones of a plurality of game state identifiers based on the game state identifier. | 06-23-2011 |
20110177867 | COMPUTERIZED GAMING SYSTEM, METHOD AND APPARATUS - The present invention in various embodiments provides a computerized wagering game method and apparatus that features an operating system kernel, a system handler application that loads and executes gaming program shared objects and features nonvolatile storage that facilitates sharing of information between gaming program objects The system handler of some embodiments further provides an API library of functions callable from the gaming program objects, and facilitates the use of callback functions on change of data stored in nonvolatile storage. The nonvolatile storage also provides a nonvolatile record of the state of the computerized wagering game, providing protection against loss of the game state due to power loss. The system handler application in various embodiments includes a plurality of device handlers, providing an interface to selected hardware and the ability to monitor hardware-related events. | 07-21-2011 |
20110183763 | PROCESSING METADATA IN WAGERING GAME SYSTEMS - This description describes wagering game systems that process metadata. In one embodiment, the apparatus includes a wagering game presentation unit configured to present wagering games and create extended metadata and wager gaming content. The apparatus can also include operating system modules configured to store the wager gaming content as a file in a file system and to store the extended metadata at locations associated with the file. | 07-28-2011 |
20110183764 | Game process with mode of competition based on facial similarities - This invention is a method of conducting a competitive, interactive, multi-media game where the mode of competition is based on an individual's facial characteristics most closely resembling the facial characteristics of a randomly drawn composite picture, wherein the composite picture is drawn by randomly selecting facial features from a database of facial features. Using a computer database of facial features (head shapes, eyes, eyebrows, noses, mouths, hair, and the like), a composite picture of a face is generated by randomly choosing one facial feature at a time. Once a composite picture is generated, the competition begins. The objective of the competitive game is to find the “real life” person (or being) who looks the most like the generated composite picture in a predetermined amount of time. | 07-28-2011 |
20110183765 | INFORMATION STORAGE MEDIUM, GAME SYSTEM, AND INPUT DETERMINATION METHOD - A game system determines whether or not an input start timing coincides with an auxiliary start timing that corresponds to a reference start timing and differs from the reference start timing, and determines whether or not input information that has been input during a given auxiliary determination period that starts from the auxiliary start timing coincides with defined input information. | 07-28-2011 |
20110195792 | REMOTE POWER RESET FEATURE ON A GAMING MACHINE - A gaming device for a gaming machine is described. The gaming device can be configured to implement commands related to performing maintenance operations on the gaming machine. The commands can be initiated from a remote device, such as mobile device, separate from the gaming machine and the gaming device. In one embodiment, the gaming peripheral can be coupled to a power switching device on the gaming machine. A number of devices on the gaming machine, such as game controller, can be configured to receive power that is routed through the power switching device. The gaming device can be configured to receive a command from a remote device to cycle power on the gaming machine using the power switching device. In one example, the power can be cycled on the gaming machine to clear an error condition. | 08-11-2011 |
20110244965 | GAME EXECUTION CONTROL METHOD, STORAGE MEDIUM, AND ELECTRONIC INSTRUMENT - When a piece | 10-06-2011 |
20110250974 | SIMULATED GAMING USING PRIOR GAME OUTCOME - A method and apparatus for providing a simulated game of chance uses a predetermined set of outcomes determined by a gaming machine for a game of chance based on a first specified wager amount or amounts per game and a specified total number of games, using a simulator. The predetermined set of outcomes may be determined at the gaming machine more than a specified period of time prior to providing the simulated game. The simulator provides simulated games of chance in response to user input specifying second wager amounts independently of the first wager amount or amounts, in which the results of the simulated games are determined from the predetermined set of outcomes. The simulator adjusts the number of permitted simulated games in response to the second wager amounts and results of the simulated games so that an aggregate outcome of the simulated games corresponds to the predetermined set of outcomes. | 10-13-2011 |
20110263338 | GAME DEVICE AND GAME CONTROL METHOD - To provide a game device that can reduce the size of the device and can execute the simulation of a match game scene based on an operation input by a game player. | 10-27-2011 |
20110281656 | ATTRIBUTE-DRIVEN GAMEPLAY - Methods and systems for emotion-based game character manipulation are provided. Each character is associated with a table of quantified attributes including emotional attributes and non-emotional attributes. An adjustment to an emotional attribute of a game character is determined based on an interaction with another game character. The emotional attribute of the first game character is adjusted, which further results in an adjustment to a non-emotional attribute of the first game character. The behavior of the first game character is then determined based on the adjusted non-emotional attribute. | 11-17-2011 |
20110287842 | GAME APPARATUS, STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME SYSTEM, AND GAME PROCESS METHOD - A game apparatus acquires operation data from an input device at least including a gyroscope, wherein the operation data at least contains angular rate data from the gyroscope. The game apparatus sets a predetermined reference position in a predetermined plane when a player inputs a predetermined instruction, and then calculates a coordinate point based on the angular rate data, wherein the coordinate point represents a position in the predetermined plane relative to the reference position. A game process is performed based on the coordinate point. | 11-24-2011 |
20110287843 | COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD - Angular velocity data for specifying the position and the orientation of the first controller is inputted to a game apparatus. Based on the angular velocity data, the swing direction of the first controller is determined, and whether or not a sword object that acts in a virtual game space will collide with an enemy object is determined. If it has been determined that the sword object will collide with the enemy object, whether or not to perform hitting processing for the enemy object is determined based on the swing direction of the first controller. | 11-24-2011 |
20110294581 | STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREIN, GAME APPARATUS, GAME SYSTEM, AND GAME PROCESSING METHOD - A biological signal is obtained from a player, under a situation where a biological parameter can be calculated based on a biological signal repeatedly obtained from a sensor attached to a player, and a predetermined game processing can be performed using the biological parameter. Then, whether the sensor is attached to the player is determined based on the biological signal, and the predetermined game processing is performed in at least one of a case where the sensor attachment determining means determines that the sensor has changed from its attached state to its detached state and a case where the sensor attachment determining means determines that the sensor has changed from its detached state to its attached state, according to the timing at which the determinations is made. | 12-01-2011 |
20110294582 | HANDHELD INFORMATION PROCESSING APPARATUS, STORAGE MEDIUM AND INFORMATION PROCESSING METHOD - A game apparatus as a handheld information processing apparatus includes a CPU, and when the game apparatus is closed, the CPU shifts to a sleep mode. When a user carries the game apparatus in the sleep mode, a micon measures step counts according to a magnitude of accelerations indicated by acceleration data from an acceleration sensor. When a main power of the game apparatus is turned on to display a main menu screen, the step counts are converted into earned coins, for example. In each of a plurality of applications to be executed by the game apparatus, a special item is purchased, or game playing on a special course is permitted by utilizing the earned coins. | 12-01-2011 |
20110300948 | GAME DEVICE, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - A state storage unit ( | 12-08-2011 |
20120010000 | COMPUTER-READABLE STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - A game apparatus constantly broadcasts beacons at predetermined intervals by means of a local communication module during game processing being executed. The beacons include various pieces of information such as information relating to the player, information indicating a game status, and messages. The game apparatus receives beacons from one or more other game apparatuses present in an area near the game apparatus, and displays profiles of the players of the other game apparatuses, the game statuses of the other game apparatuses, or the like, based on the various pieces of information included in the beacons. | 01-12-2012 |
20120010001 | STORAGE MEDIUM STORING PROGRAM, APPARATUS, COMMUNICATION SYSTEM AND CONTROL METHOD - A communication game system includes a first computer and at least one second computer. When an operational designation has been performed, the second computer transmits to the first request a request for permission to perform an action corresponding to the operation. Until a conclusion to the request is received, the second computer produces an image in which a character performs a first act of the action. The first computer determines whether the action is permitted and transmits its conclusion to the second computer. When receiving the conclusion before the end of the first act, the second computer produces an image in which the player character performs a second act according to the conclusion. On the other hand, when the conclusion is received after the end of the first act, the second computer produces, at the end of the first act, an image in which the player character performs a third act until the reception of the conclusion. | 01-12-2012 |
20120015748 | GAME DEVICE, GAME SYSTEM, GAME PROCESSING METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM - In a game device ( | 01-19-2012 |
20120021840 | TECHNIQUES FOR IMPROVED USER INTERFACE HELPING SUPER GUIDES - User interface approaches to providing help to players by playing back previously recorded inputs. Certain exemplary embodiments involve displaying, with the recorded playback, an input device icon to show where the inputs are occurring and/or where the inputs should occur if the player were to make them. Modifications are made to the previously recorded input to improve the user's ability to see what is happening, as well as making the playback seem more consistent, mechanical, and automatic. The help makes the computer application seem like the user interface is operating itself in a way that is easy to follow, rather than giving the impression that a previously recorded user input stream simply is being played back in accordance with the more organic and potentially idiosyncratic behaviors of the recorded person. The modifications may in certain exemplary embodiments include, for example, path smoothing/correction, automatic snapping, delay periods, speed normalization, etc. | 01-26-2012 |
20120046113 | SYSTEM AND METHOD FOR RATING INTENSITY OF VIDEO GAMES - A method of rating the intensity of game play of a video game based on energy expenditure of a user playing the video game including the steps of selecting the video game, determining whether the video game requires the user to expend energy in excess of resting energy rate, testing the video game by having a plurality of users play the video game, measuring energy expenditure of the plurality of users, calculating energy expenditure of each of the plurality of users, calculating an average energy expenditure of the plurality of users and categorizing the video game based on the average energy expenditure as low intensity, moderate intensity or high intensity. | 02-23-2012 |
20120058829 | GAME DEVICE, CONTROL METHOD FOR GAME DEVICE, AND INFORMATION STORAGE MEDIUM - A game situation information storage section ( | 03-08-2012 |
20120071246 | 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. | 03-22-2012 |
20120071247 | Geographic Data Collection Using Game Play - A method is disclosed for collecting geographic data during game play. A game scenario includes an activity for the game player to perform. The game player may be given an incentive within the context of the game for performing the activity. The incentive may be of non-monetary, monetary or in-game value. Performing the activity within the context of the game directly or indirectly results in the generation of data that is collected and used for the purpose of updating, adding to or supplementing a geographic database. | 03-22-2012 |
20120077601 | STORAGE MEDIUM STORING SAVE CONTROLLING PROGRAM, GAME APPARATUS AND SAVE CONTROLLING METHOD - An example game apparatus stores a state of a game during execution as execution state information in a memory, and stores a captured image of the game screen by bringing it into correspondence with the execution state information in the memory. Furthermore, during execution of the game, the captured image is displayed on a lower LCD while the game screen is displayed on an upper LCD. In a state that the game screen and the captured image are thus displayed, a selecting operation from a user is accepted. Then, by using the execution state information which is brought into correspondence with the captured image selected in response to a selecting operation, the state of the game is restored. | 03-29-2012 |
20120094773 | STORAGE MEDIUM HAVING STORED THEREON GAME PROGRAM, IMAGE PROCESSING APPARATUS, IMAGE PROCESSING SYSTEM, AND IMAGE PROCESSING METHOD - A face image is acquired during a predetermined game or before a start of the predetermined game, and a first character object is created, the first character object including the face image. Then, in the predetermined game, a game related to the first character object is advanced in accordance with an operation of a player. At least when a success in the game related to the first character object has been determined, the face image is saved in a storage area in an accumulating manner. | 04-19-2012 |
20120108346 | MEMORY CLEAR OPERATIONS IN WAGERING GAME MACHINES - Apparatus, systems, and methods may operate to receive a signal that enables execution of instructions forming a memory clear process, wherein the instructions are included in an operating system of a wagering game machine. Additional activities may include executing the instructions by at least one processor to clear at least a portion of nonvolatile memory in the wagering game machine and initializing the operating system to enable receiving a wager from a player in association with a wagering game to be played on the wagering game machine. Additional apparatus, systems, and methods are disclosed. | 05-03-2012 |
20120108347 | ACHIEVEMENT INCENTIVES WITHIN A CONSOLE-BASED GAMING ENVIRONMENT - A computer-implemented method is disclosed for encouraging downloads of a game. The method includes displaying an achievement advertisement and subsequently receiving input indicative of the achievement advertisement. The input is responded to by displaying a download component related to a game associated with the achievement advertisement. | 05-03-2012 |
20120115618 | PARTITION MANAGEMENT IN A WAGERING GAME SYSTEM - A wagering game system and method of conducting a wagering game utilizing non-volatile storage configured as two or more partitions. The partitions can be restricted to store executable data and non-executable data, and the system can further include a controller operable to manage the two or more partitions. | 05-10-2012 |
20120122592 | Automated Video Game Rating - In one embodiment described herein, an automated rating system for an electronic game includes a collector configured to collect game data pertaining to the electronic game and to collect implicit user data pertaining to one or more users, a rating processor configured to rate the game based on the collected game data and implicit user data, and a recommender configured to provide a recommendation as a function of the operation of the game rating. | 05-17-2012 |
20120129611 | WAGERING GAME SYSTEM WITH DOCKING STATIONS - This description describes wagering game systems that include docking stations. In one embodiment, the apparatus includes a presentation unit configured to present a wagering game and a docking controller configured to detect when the apparatus is docked with a docking station and to detect when the apparatus is undocked from the docking station. The apparatus can also include a docking port, the docking port including at least one of a dock power unit configured to receive power via the docking station and a dock communication unit configured to receive wagering game content associated with the wagering game, the dock communication unit configured to receive the wagering game content when the apparatus is docked with the docking station. The apparatus can also include a wireless communication unit configured to receive the wagering game content when the docking controller when the apparatus is undocked from the docking station. | 05-24-2012 |
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 |
20120135810 | COMPUTER-READABLE STORAGE MEDIUM, INFORMATION PROCESSING APPARATUS, SYSTEM, AND INFORMATION PROCESS METHOD - In order to achieve the above objective, a game apparatus determines whether there has been an input to each of an A button and a B button. It is determined whether there has been an input to the other of the A button and the B button before a predetermined time period elapses after a determination that there has been an input to one of the A button and the B button, that is, whether a simultaneous operation has been performed. Then, it is determined whether one of: a first timing which is a timing of the input to the one of the A button and the B button; and a second timing which is a timing of the input to the other of the A button and the B button is within a simultaneous operation period. When a result of the determination is affirmative, and it is determined that the simultaneous operation has been performed, it is determined that the simultaneous operation has been performed at a correct timing. | 05-31-2012 |
20120142434 | STORAGE MEDIUM STORING INFORMATION PROCESSING PROGRAM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING METHOD AND INFORMATION PROCESSING SYSTEM - A game apparatus includes a CPU and a main memory. The main memory stores a first character, is capable of storing a second character, and stores a first movement history being brought into association with the first character. The CPU acquires position information indicating a position in which the game apparatus exists, updates a first movement history on the basis of the position information, receives a second character and a second movement history being brought into association with the second character from another game apparatus, and performs processing of writing down a diary and giving a quiz by the character on the basis of at least one of the first character and the second character, and at least one of the first movement history and the second movement history. | 06-07-2012 |
20120142435 | GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, PROGRAM AND INFORMATION MEMORY MEDIUM - To provide a game device capable of reducing a workload of a game developer in developing a game (game program) compatible with a plurality of game devices having different execution intervals of game processing. In the case where a first execution time which comes every first time period is reached, first execution section ( | 06-07-2012 |
20120142436 | GAME DEVICE, CONTROL METHOD FOR A GAME DEVICE, AND NON-TRANSITORY INFORMATION STORAGE MEDIUM - A game device in which a first comparison unit compares an exemplary model posture (posture that is supposed to be adopted by a player) at a reference time and a posture of the player indicated by posture data acquired by a posture data acquiring unit at a compared time. A second comparison unit executes at least one of: a comparison between a different posture from the exemplary model posture at the reference time and the posture of the player indicated by the posture data acquired at the compared time; and a comparison between the exemplary model posture at the reference time and a different posture from the posture of the player indicated by the posture data acquired at the compared time. An output control unit causes an output based on a comparison between results from the first and second comparison units. | 06-07-2012 |
20120149477 | INFORMATION INPUT SYSTEM AND METHOD USING EXTENSION KEY - The present invention relates to an information input system and method using an extension key. The information input system comprises: an input unit including a plurality of divided regions, for detecting a user selected divided region among the plurality of divided regions; and an input analysis unit for allocating corresponding information to the plurality of divided regions, and analyzing, if the input unit detects a user selected divided region among the plurality of divided regions, whether or not information allocated to the divided region is input. The input analysis unit allocates an extension key to at least one divided region out of the plurality of divided regions; and once the extension key is selected, the input analysis unit allocates new information to an extended region which is a divided region determined according to the extension key. | 06-14-2012 |
20120165103 | APPARATUS AND METHOD FOR COLLECTING GAME DATA - Disclosed herein is an apparatus for collecting game data in order to test performance of a game server. The apparatus includes a capture and filtering module, a control module, and a data management module. The capture and filtering module captures packets, transmitted and received between the game server and each of a plurality of game clients, using the plurality of game clients, and extracts a plurality of necessary data by performing filtering on the results of the capturing. The control module determines the movement route of a game character in such a way as to correspond to the plurality of necessary data, and controls the plurality of game clients based on the movement route. The data management module stores and manages the plurality of necessary data. | 06-28-2012 |
20120184375 | Game Device, Game Control Method, And Game Control Program for Controlling Game in Which Character is Moved in Three Dimensional Space - A game device includes: a screen generation unit configured to read data for a character and an object located in a three-dimensional game field from a storage device, generate images of the character and the object, and display the images on a displace device; a character control unit configured to control the movement of the character landing on the object; a gravitational direction control unit configured to change the direction of gravitational force exerted on the character in accordance with a command input from a player acknowledged by an input device; and a fall control unit configured to cause the character to fall in the changed direction of the gravitational force. The gravitational direction control unit displays a marker indicating a position where the character would land after falling. | 07-19-2012 |
20120184376 | GAME PROGRAM, STORAGE MEDIUM, GAME DEVICE AND GAME SYSTEM - In a game program for a multiplayer game, when a player character receives damage and the strength level reaches a certain level, the player character goes into an extension state before death, in which the character is weakened but is able to recover. If a friendly player character performs a recovery action within a certain time from the weakened state having been reached, the player character in the weakened state recovers to a normal state. On the other hand, if the player character in the weakened state is attacked by an enemy character, or if the certain time has elapsed, the player character in the weakened state is caused to die and the game is ended. | 07-19-2012 |
20120190459 | GAME APPARATUS, GAME INTERRUPTION PROGRAM, STORAGE MEDIUM STORED WITH GAME INTERRUPTION PROGRAM - A game execution unit | 07-26-2012 |
20120196688 | ONLINE GAMING SYSTEM - A method of controlling a game program adapted to operate a game in a device is disclosed. The method comprises accessing configuration data defining one or more states or events which can occur at the device and which are not related to the game program, and specifying for each defined state or event a game action to be performed by the game program in response to the defined state or event. The occurrence of one of the defined states or events at the device is detected, and the game action specified in the configuration data for the detected state or event is performed in response to detection of the defined state or event. | 08-02-2012 |
20120208643 | Method in a Gaming Machine for Providing Data Recovery - Disclosed is a gaming machine capable of data restoration. | 08-16-2012 |
20120208644 | ROLE-PLAYING GAME - There is provided a game in which a first game piece has a first game piece level value, a second game piece has a second game piece level value, and a third game piece has a first game piece level value. The first game piece also has an attacking ability value such that the first game piece, when within an attacking range with respect to the second and third game pieces (i) is permitted to concurrently attack both of the second and third game pieces if a total of the second and third game piece level values is less than or equal to the attacking ability value, and (ii) is not permitted to concurrently attack both of the second and third game pieces if a total of the second and third game piece level values is greater than the attacking ability value. | 08-16-2012 |
20120214602 | FANTASY SPORTS DEPTH CHART SYSTEM AND ASSOCIATED METHODS - The present invention is a data processing system for monitoring, recording and modifying information relating to fantasy sports teams and fantasy sports lineups, and making calculations, necessary for assisting fantasy owners in managing their teams, notifying them of injuries related to their teams, and in setting their lineups. In particular, the data processing system gathers data from external sources such as news, blogs, social networks sites, injury reports, and other user and system administrator configurable sources. This information is then analyzed and utilized by the system enabling it to help users more effectively manage their team. In certain embodiments the system can manage the team for the fantasy owner in their absence or under other circumstances such as lack of user activity. | 08-23-2012 |
20120214603 | METHOD AND APPARATUS FOR PLACEMENT OF A PRODUCT OR SERVICE IN A GAMING SYSTEM - There is described herein methods and apparatuses for the placement of offerings in gaming systems. According to an embodiment of a method, a game on a gaming system is operated by at least one processor, where the game includes one or more generic elements. A branded element is dynamically substituted for a selected one of the generic elements of the game during operation of the gaming system, where the branded element serves to advertise a product or service of a third party. Systems for establishing and tracking and controlling placements are also described. | 08-23-2012 |
20120225727 | GAME APPARATUS, GAME RESTART METHOD, GAME SYSTEM AND COMPUTER-READABLE NON-TRANSITORY INFORMATION RECORDING MEDIUM FOR RECORDING PROGRAMS - A memory is capable of recording multiple pieces of game information. A transitioner stores in-play game information in the memory and transitions to a suspended state when, for example, a detector detects that a top case of a game apparatus has been closed. A receiver receives a prescribed operation (for example, pressing of a side switch and/or the like) input along with a command (for example, the top case of the game apparatus being opened) to return from the suspended state. A selector selects game information recorded in the memory based on the contents of the received prescribed operation. And a restarter reads the selected game information from the memory and restarts the game after returning from the suspended state. | 09-06-2012 |
20120231891 | SYSTEMS AND METHODS OF VIRTUAL GOODS TRADING USING RATINGS TO ASCRIBE VALUE TO VIRTUAL GOODS - A method is provided for trading virtual goods. A game environment is provided in which a first player can acquire or develop a virtual good. This virtual good has a starting value. At least one rating of the virtual good is received from a second player via the game environment. The starting value is automatically increased or decreased as a function of the at least one rating of the virtual good. The virtual good is then made available for purchase at the new value. A system for trading virtual goods is also provided. | 09-13-2012 |
20120238367 | METHOD OF EXCHANGING GAME ITEMS, NETWORKED GAME SYSTEM, AND SOCIAL MEDIA - A possible fraud action in game-Item exchange can be prevented. When proposing item exchange from Taro to Hanako, Taro does not force Hanako to “exchange for the specified game item.” Instead, the “value information” of Taro's game item in a game is described in an exchange proposal message sent to Hanako. Hanako can see the message and can refer to the “value information”, and select by her own initiative a game item to be presented for the exchange from the game items possessed by her. | 09-20-2012 |
20120252582 | Metagame Translation - Systems and methods are provided for providing translation of metagame data to enable game experiences that work well across different client devices while still being appropriate for different characteristics of various incompatible devices. In an exemplary embodiment, metagame state can include data related to information such as a player's profile information, assets, progress, achievements, level reached, friends network, games purchased, devices used, etc. Embodiments of such systems and methods can help reduce a game publisher's time and money spent on product development intended to anticipate, accommodate and implement different characteristics of various incompatible devices. | 10-04-2012 |
20120252583 | COMPUTER IMPLEMENTED METHOD FOR CALCULATING A GAME SCORE TO CREATE A RANKING - A game system or a method is provided that can create game scenarios based on requests from players. The server may include a player database, a receiver, an analyzer, a scenario creator, a calculator, an update tool and a ranking creator. The server may further include a scenario data base for storing scenarios. The processing unit, a main program stored at the main memory, and the processing units of the server may act as each of the element. | 10-04-2012 |
20120277004 | BRINGING ACHIEVEMENTS TO AN OFFLINE WORLD - An achievement system tracks users' offline activities and awards achievements to users for participation in particular offline activities. The achievements that are awarded for particular activities and/or to particular users may be sponsored by merchants, who may compensate an achievement system provider for the opportunity to sponsor the achievements. To award users achievements, the users' offline activities are tracked. When a user participates in an offline activity for which achievements are available, the user is awarded an achievement. The achievement may be stored in an achievement profile for the user. In some embodiments, achievements earned by users may be converted into other benefits and alternative awards. | 11-01-2012 |
20120277005 | AUTOMATED WAGERING GAME MACHINE CONFIGURATION AND RECOVERY - A wagering game system and its operations are described herein. In embodiments, the operations can include determining one or more casino events that request a configuration for one or more wagering game machines, generating one or more automated configuration tasks, assigning one or more properties to the tasks, and storing the one or more automated configuration tasks and the one or more properties so that the one or more properties are persisted on the gaming network. The operations can also include recovering a wagering game machine's operational state if the automated configuration tasks encounter problems during execution that affect the wagering game machine's playability. | 11-01-2012 |
20120283025 | METHOD OF DECOMMISSIONING CARDS - A card verification station moves and reads suit and rank of individual cards. The cards are provided to a card in-feed area and moved individually to a card collection area. A device may comprise: a) a card in-feed area with card-moving elements that move only a bottom card from a set of cards in the card in-feed area; b) a card collection area that receives cards from the card in-feed area in the same order as cards are received in the card in-feed area; c) an image capture device that captures data from a card while the card is between the card in-feed area and the card collection area; d) a processor capable of controlling the operation of the card verification station; and e) an elevator that lowers to maintain a level at which cards are received in the card collection area. A method of verifying a group of playing cards is also disclosed. | 11-08-2012 |
20120283026 | SYSTEM AND METHOD FOR DYNAMICALY LOADING GAME SOFTWARE FOR SMOOTH GAME PLAY - A system and method are disclosed for dynamically loading game software for smooth game play. A load boundary associated with a game environment is identified. A position of a character in the game environment is then monitored. Instructions corresponding to a next game environment are loaded into a memory when the character crosses the load boundary, such that game play is not interrupted. | 11-08-2012 |
20120295718 | GHOST EXPRESSIONS BASED ON GHOST DATA AUGMENTED BY USER-PROVIDED INFORMATION - Ghost expressions with user-provided information may be provided in asynchronous gameplay. According to some implementations, ghost data associated with a first performance by a first user of a first task in a game may be obtained. The ghost data may be configured to allow generation of a ghost expression in the game corresponding to the first performance of the first task in the game by the first user. User-provided information associated with the first performance of the first task in the game may be obtained. The ghost data may be augmented with the user-provided information to obtain augmented ghost data. The augmented ghost data may be provided to effectuate presentation in the game of the ghost expression and at least some of the user-provided information via a client computing platform associated with the first user or a second user of the game. | 11-22-2012 |
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 |
20120329561 | SYSTEM AND METHODS FOR GENERATING AVATARS AND ART - A system and methods that enables the generation of avatars or art from users' own genetic information. Users may obtain their personal genomic information via direct-to-consumer (DTC) genotyping service or a full resequencing service. Users' genomic profile may be processed by a software algorithm that translates the genotypes into model phenotype descriptions based on a set of reconfigurable rules. Derived from the users' own DNA, phenotype descriptions may be used to create avatars that represent the users in online games and social media applications. Such phenotype descriptions can also be used to create games that are customized to the user, and to generate artwork. | 12-27-2012 |
20120329562 | WAGERING GAME MACHINE PROVIDING A WRITE ONCE RUN ANYWHERE ENVIRONMENT - Systems and methods include determining a hardware configuration in accordance with the detection of the presence or absence of hardware modules on a wagering game machine. Various services are selected base on the hardware configuration, where the service selected provides an interface to a wagering game. The services provide an abstraction of various functions provided by various hardware platforms upon which the wagering game may execute, and take into account differences in the platforms. | 12-27-2012 |
20130005487 | DATA LOCKER SYNCHRONIZATION - Disclosed are various embodiments enabling a saved state of an application to be stored at a central location and to be retrieved by multiple computing devices executing the application. Accordingly, saved states of applications and interfaces are also enabled to follow a user from one personal computing device to the next. | 01-03-2013 |
20130005488 | DATA LOCKER MANAGEMENT - Disclosed are various embodiments enabling users to identify themselves to a computing device and then be provided access to the entitlement locker of applications and/or data to which the user is entitled. | 01-03-2013 |
20130005489 | METHOD AND APPARATUS FOR REPRESENTING COMPUTER GAME PLAYER INFORMATION IN A MACHINE-READABLE IMAGE - User information can be encoded into a machine-readable image for use in display on the surface of a tangible and portable apparatus. The machine-readable image may then be optically read by an offline or online processor-based apparatus to decode the information of the machine readable image including the user's identity and/or profile information and any of the user's: (i) preferred setting information (ii) game history information and (iii) previous game performance information. By swiping a personalized machine-readable image pertaining to the individual user, a user (or gamer) may cause the processor based system (i.e. game console system) to perform a number of functions. Updated user information may be re-encoded into an updated machine-readable image that may be easily printed or outputted to the user. The portable machine-readable image may thus be used for the convenient storage of information items to be used in either online or offline gaming environments. | 01-03-2013 |
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 |
20130012324 | GAMING SYSTEM WITH LOCATION DETERMINATION - A gaming system is provided. The gaming system allows users to access applications via gaming communication devices coupled to a communication network. At least a portion of the network may be wireless. The gaming applications include gambling, financial, entertainment service, and other types of transactions. The system may include a user location determination feature to prevent users from conducting transactions from unauthorized areas. The gaming system may incorporate a user profile feature according to which certain information regarding users of the system may be maintained. Such information can include, without limitation, information relating to preferences, finances, activities participated in by the users, and trends and habits of the users. | 01-10-2013 |
20130017891 | SYSTEMS AND METHODS FOR PROVIDING VIRTUAL INCENTIVES FOR REAL-WORLD ACTIVITIESAANM ROMERO; ChristopherAACI New YorkAAST NYAACO USAAGP ROMERO; Christopher New York NY USAANM Concepcion; RiaAACI SunnysideAAST NYAACO USAAGP Concepcion; Ria Sunnyside NY USAANM Grzesek; Robert JohnAACI Manhattan BeachAAST CAAACO USAAGP Grzesek; Robert John Manhattan Beach CA US - A physical play object, such as for example a soccer ball or flying disk, may include a sensor to generate signals conveying information regarding the amount of real-world physical play which has been performed with that play object. Once the amount of play crosses a threshold level, a user may be presented with a code. With this code, the user may redeem virtual benefits and/or incentives for a virtual space. This way, real-world physical activity is encouraged through virtual space benefits. | 01-17-2013 |
20130029770 | System and Method for Remote Updates - Software on a server accesses a batch file including a plurality of events generated by a remote game client application executing an instance of the computer-implemented game. The software accesses a game state data object associated with the instance of the computer-implemented game. The game state data object includes one or more game state parameters formatted as a serialized unstructured string of text data. The software parses the game state data object to identify the one or more game state parameters. The software processes the plurality of events in the batch file against game logic to update one or more of the game state parameters in the game state data object. The game logic incorporates information extracted from a social graph. And the software stores the game state data object in a memory cache. | 01-31-2013 |
20130035169 | GAME DEVICE, CONTROL METHOD FOR GAME DEVICE AND INFORMATION RECORDING MEDIUM - In a game device, a receiver receives operation input from a player. A determiner, for each of a plurality of game tasks that are stored in a memory and that indicates a time and a type of operation that the player is to perform, determines a degree of matching between the time and the type of operation indicated by the game task and a time and a type of operation that is received from the player. A candidate acquirer acquires a plurality of candidates for a new game task that indicates a time and a type of operation that do not overlap with the stored game tasks. A task setter, based on a distribution of the degree of matching, sets one or more candidates from among the plurality of candidates as the new game task. A task adder stores and adds the set game task candidate in the memory. | 02-07-2013 |
20130045806 | SYSTEMS AND METHODS FOR PREDICTING PERFORMANCE OF SPORTS PLAYERS - A method includes receiving statistical data associated with a past performance of a player at a position at a past sporting event. The player is associated with a plurality of skills that correspond to the position of the player. Each skill has a corresponding offsetting skill and complementary skill. A skill rating is calculated for each skill based on the received statistical data and an expert's subjective input. The subjective input includes (1) an importance rating of that skill to the position of the player, (2) a predicted strength rating of the corresponding offsetting skill at a future sporting event, or (3) a predicted strength rating of the corresponding complementary skill at the future sporting event. An output associated with the calculated skill ratings is sent to an output module and is used to predict a future performance of the player at the position at the future sporting event. | 02-21-2013 |
20130045807 | SYSTEM AND METHOD FOR GENERATING TARGETED NEWSLETTERS - A system and a method of providing a targeted newsletter is provided. The method includes monitoring a game while a game player plays the game on a game computer, collecting game related information, uploading the game related information to a remote server, generating a newsletter on the remote server that is tailored for the game player based on the game related information, and transferring the newsletter to the game player. | 02-21-2013 |
20130059666 | COUNTER-BALANCING IN-PLAY VIDEO GAME INCENTIVES/REWARDS BY CREATING A COUNTER-INCENTIVE - An approach is provided in which a disincentive is provided during the execution of a video game program that is operated by a current user. One or more disincentive factors are identified that correspond to the current user. The identified disincentive factors are compared with current time factors. Based on the comparison, one or more game characteristics are altered with the game characteristics being altered in order to provide a disincentive to continued operation of the video game program by the current user. | 03-07-2013 |
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 |
20130079156 | Information Processing Apparatus and Information Processing System - An application execution unit executes a game program. A play item acquisition processing unit generates item acquisition information by using an item ID associated with a met play requirement of a game, and a hard disk drive stores the generated item acquisition information. The play item acquisition processing unit refers to execution information stored in an execution information storing unit and generates an item acquisition table that maps an item ID to attribute information. | 03-28-2013 |
20130084998 | KEYLESS ENTRY INTO AND MAINTENANCE OF GAMING MACHINE - Gaming machines and methods providing for control of gaming machines and gaming networks via a wireless device. A gaming machine includes a one or more cabinets enclosing interior components of the gaming machine. Access to each cabinet may be controlled with a locking mechanism. A communication interface of the gaming machine communicates with the wireless device and a network server. One or more processors of the gaming machine are configured to receive requests from the wireless device for access to a cabinet, facilitate verifying by the network server whether a user associated with the wireless device has access to the cabinet, and upon obtaining verification from the network server that the user has access to the main cabinet, unlock the appropriate locking mechanism. In some implementations, different cabinets require different security levels for the user. | 04-04-2013 |
20130084999 | GAME CENTERED ON BUILDING NONTRIVIAL COMPUTER PROGRAMS - A game in which players modify a nontrivial computer program. Players with competing objectives are given the option of appending instructions ( | 04-04-2013 |
20130090173 | USING AND EXPORTING EXPERIENCE GAINED IN A VIDEO GAME - Methods and systems for awarding experience points to players of video games are disclosed. A video game such as a vehicle-based combat game may award experience of different classes, which allows control over the pace at which certain players advance through the game. Users may be awarded multiple classes of experience points, where a first class of experience may be restricted for use only in unlocking objects in a tech tree of the vehicle in which the first class of experience was earned vehicle, whereas a second class of experience may used to unlock any vehicle or module, not limited by tech tree. In some aspects, experience and/or vehicles/modules may be exported between video games. | 04-11-2013 |
20130095931 | DATA MANAGEMENT FOR COMPUTER SYSTEMS - A computer system may load into its memory a base WAD corresponding to a logical space associated with a computer application run by a processor. The base WAD contains data uniquely associated with the logical space. Zero or more phases of activity take place in the logical space during running of the application. Phases are uniquely associated with the base WAD. The data in the base-WAD remains loaded for each of the phases. For each phase, the system loads a different set of zero or more sub-WADs into memory. Each phase has a different corresponding set of zero or more sub-wads. Each sub-WAD contains data that is associated with a corresponding phase. The system manages the activity for a given phase using the data in the base WAD and the data in the sets sub-WADs corresponding to the given phase. | 04-18-2013 |
20130116053 | System and Method for Providing a Personalized Media Consumption Experience - There are presented systems and methods for enabling an association of media information relating to a playback of a media content file with a medium containing the media content file. In one embodiment, such a method for use by a playback device comprises obtaining a unique identifier present on the medium, transmitting the unique identifier, obtaining the media information relating to a usage of the media content file, and transmitting the media information. In another embodiment, such a method for use by a server comprises receiving a unique identifier present on the medium, storing the unique identifier in a memory, receiving the media information of the media content file according to the playing of the media content file, storing the media information in the memory, and associating the media information with the unique identifier. | 05-09-2013 |
20130123022 | INFORMATION-PROCESSING DEVICE, INFORMATION-PROCESSING SYSTEM, INFORMATION-PROCESSING METHOD, AND COMPUTER-READABLE STORAGE MEDIUM - An exemplary information-processing device includes: a switching unit configured to switch an operating mode of the information-processing device to an active mode or a sleep mode; a receiving unit configured to receive, when the information-processing device is in the active mode, an instruction to download data specified by a user; and a downloading unit configured to start download of the data when the operating mode of the information-processing device is switched from the active mode to the sleep mode. | 05-16-2013 |
20130123023 | INFORMATION PROCESSING APPARATUS - Provided is an information processing apparatus capable of, even during a period in which an application program is not executed, presenting, to a user, information on an execution content of the application program. The information processing apparatus acquires display element information output by the application program during an execution of the application program, stores the display element information in a storage unit, generates an image including a display element represented by the display element information stored in the storage unit as a program-related image presenting information relating to the application program, and controls a display unit to display the generated image during the period in which the application program is not executed. | 05-16-2013 |
20130130806 | DISTRIBUTING INFORMATION IN A WAGERING GAME SYSTEM - The patent application describes techniques for distributing information in a wagering game system. One method includes identifying one or more components to notify about events occurring in a wagering game system, where the one or more components facilitate secondary wagering games. The method can also include detecting the events, where some of the events arise from presenting primary wagering games. The method can also include reporting the events to the one or more components. The method can also include determining results for one or more of the secondary wagering games; and transmitting the results for presentation. | 05-23-2013 |
20130130807 | INTERACTIVE ASYNCHROUNOUS COMPUTER GAME INFRASTRUCTURE - In embodiments of the present invention improved capabilities are described for a computer program product embodied in a computer readable medium that, when executing on one or more computers, receives a request for game play, and in response to the request, causing prior game play data to be retrieved, where the prior game play data was stored in response to prior game play of another user. Further, an asynchronous game play environment may be provided where an active participant, who made the request, is able to play against and interact with an apparently live participant based on the prior game play data. | 05-23-2013 |
20130130808 | CONFIGURING AND CONTROLLING WAGERING GAME COMPATIBILITY - A wagering game system and its operations are described herein. In some embodiments, the operations can include presenting a primary wagering game and receiving a request to present a secondary game in connection with the primary wagering game. The primary wagering game and the secondary game can be separate applications that require interactivity with each other (e.g., provide required functionality to each other, communicate shared data with each other, etc.). The operations can further include determining that an application programming interface (“API”) provides the required interactivity so that the secondary game can function in conjunction with the primary wagering game without problems (e.g., can successfully plug-in to the primary wagering game). The operations can further determine optional and non-optional requirements and determine compatibilities based on the optional and non-optional requirements. Further, the operations can add functionality to the primary wagering game, the secondary game, or the API, to enable compatibility. | 05-23-2013 |
20130143674 | COMPUTERIZED GAMING SYSTEM, METHOD AND APPARATUS - The present invention in various embodiments provides a computerized wagering game method and apparatus that features an operating system kernel, a system handler application that loads and executes gaming program shared objects and features nonvolatile storage that facilitates sharing of information between gaming program objects. The system handler of some embodiments further provides an API library of functions callable from the gaming program objects, and facilitates the use of callback functions on change of data stored in nonvolatile storage. The nonvolatile storage also provides a nonvolatile record of the state of the computerized wagering game, providing protection against loss of the game state due to power loss. The system handler application in various embodiments includes a plurality of device handlers, providing an interface to selected hardware and the ability to monitor hardware-related events. | 06-06-2013 |
20130172086 | Information Processing System, Information Processing Method, Information Storage Medium, And Program - Provided is an information processing system that enables a user to start playing a game from a game situation corresponding to a play point in a video that shows a play content of the game. A return request receiving unit ( | 07-04-2013 |
20130190096 | Usable Ghosting Features in a Team-Based Game - A system and method are disclosed for providing a ghost in an asynchronous game. Data indicative of gaming activities engaged in by a first user is recorded during asynchronous gameplay. At least one ghost to be displayed to a second user is generated with the recorded data associated with the first user. The at least one ghost is configured for use by the second user in performing at least one action. | 07-25-2013 |
20130196779 | ASYNCHRONOUS PERSISTENT GROUP BONUS GAMES WITH PRESERVED GAME STATE DATA - A system, apparatus, and method for preserving game state data for an asynchronous persistent group bonus game may have a plurality of gaming machines associated with the asynchronous persistent group bonus game and at least one network server having at least one processor and at least one non-volatile memory. The processor may be configured to determine whether a bonus game session is triggered on any of the plurality of gaming machines; and if the bonus game session is triggered, display live game monitor activities, and periodically save the persistent bonus game state and other data on the at least one non-volatile memory. | 08-01-2013 |
20130203509 | VIRTUAL LOCATION CHECK-IN - Virtual location information is received at one or more devices as part of a virtual location check-in request for a user. The virtual location information identifies a virtual location of the user in a virtual environment. A notification of the virtual location of the user in the virtual environment is sent from the one or more devices to one or more additional users external to the virtual environment. One or more gameplay features can also be made available to the user based on the virtual location. | 08-08-2013 |
20130210531 | METHOD AND SYSTEM FOR CONDUCTING INTERACTIVE GAMES - The invention relates to systems for conducting interactive gaming measures, in particular to methods and systems intended for conducting interactive games, lotteries and sporting totalizators. The proposed system comprises a central computer which is coupled to a data transmission channel and to a precision time sensor and is connected via a communications channel to an information processing center, which is coupled to a return channel. In addition, the system comprises individual memory devices and a specific number of control units, each of which has an auxiliary microprocessor, which is connected to a set number of data interchange adapters, a display, a control memory and an input device. Furthermore, each individual memory device has an adapter for interfacing with the control unit, it being possible for said adapter to be coupled to any desired data interchange adapter. | 08-15-2013 |
20130217508 | Analysis Of Games Of Chance - A system for analyzing games of chance includes a data analysis device configured to perform analysis of gameplay data and to output a result to a player, where the result is based on a comparison of machine characteristic data and personal characteristic data. | 08-22-2013 |
20130225300 | APPARATUS FOR PERSONALIZED GAMING ENVIRONMENT - A personalized gaming system that provides and enclosed gaming environment for a user. The gaming environment may include an enclosure made from wood, fiberglass or other suitable material and provide space for many common accessories in a convenient and ergonomic manner. Thus, a user may be seated in a heated reclining chair with adjustable foot rests and have a maneuverable keyboard and mouse platform to be placed in a comfortable position for the user. Further, lighting, sound, and climate control features allow a user to personalize many other factors of the gaming experience. Further yet, additional amenities allow for a user to have comforts not typically associated with a gaming environment, such as a beverage cooler and dispenser and extrinsic storage features. With the addition of each feature, a more complete environment for improving the gaming experience is realized. | 08-29-2013 |
20130231194 | OFFLINE GAME STORING SYSTEM AND METHOD THEREOF - An offline game storing system and a game progress storing method of an offline game are disclosed. The offline game storing system comprises a client and a server, wherein a management server in the server receives a request from the client for uploading or downloading a game progress file, stores an uploaded game progress file to a game progress storage server, or sends a game progress file corresponding to the downloading request in the game progress storage server to the client. The game progress storing method comprises the following steps: a progress file of the offline game is uploaded to a server, or a game progress file is downloaded from the server and the offline game is played according to the progress file. A user may play the offline game on different computers by using a same game progress, and since a cloud storage technology is adopted, the loading of the server is reduced and the manner of managing stored files in the server has the strong disaster tolerance capability, thereby ensuring the safety and stability of the server. | 09-05-2013 |
20130237327 | 3-D REELS AND 3-D WHEELS IN A GAMING MACHINE - A gaming machine is configured to receive a request for a location of at least one player of at least one gaming device, determine the location of the at least one player; and present on a display of the gaming machine, location information including the determined location of the at least one player. Where the gaming machine is located within a casino, the gaming machine may further be configured to present, on the display, a 3D virtual gaming environment which is a model of the casino. | 09-12-2013 |
20130244789 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130244790 | SYSTEM AND METHOD FOR CAPTURING AND SHARING CONSOLE GAMING DATA - A system and method for capturing and sharing console gaming data is described. Embodiments capture gameplay data directly at the gaming console, without the need for external hardware. This allows users to easily capture rich console gaming experiences and share them across a variety of outlets. In one embodiment, the methods described herein can be implemented with a patch or driver on the operating system of the user device, rendering it unnecessary to heavily modify the source code of the game. | 09-19-2013 |
20130244791 | Video Game Modification Based on User State - Provided are techniques for modifying the action of a computer game based upon information corresponding to a user. Information may include, but is not limited to, the health and social status of a user and current events. Information related to a particular game player is collected and mapped to moves, scenes and scoring algorithms corresponding to a game. If necessary, moves, scenes and scoring algorithms in the game are modified to accommodate the particular player based upon the collected information. | 09-19-2013 |
20130244792 | GAME ENVIRONMENT UTILIZING A LOCK FREE MEMORY SYSTEM - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing a game environment utilizing a lock free memory system are presented. For example, the computer-implemented method may include assigning a game instance to a first user, the game instance maintaining a state of a game instance record stored by a lock free memory system. An indication that a second user has performed a game action involving the game instance owned by the first user is then received. Responsive to receiving the indication, the method then stores a game delta in a game delta catalog. The game delta represents a change to the game instance associated with the first user. | 09-19-2013 |
20130244793 | GAME ACHIEVEMENTS SYSTEM - Systems and method for providing a game achievements system where players are rewarded with game achievements based on mastering certain in-game facets of the games they play. Each game achievement may be conveyed in a profile as a badge or trophy, title, description, date, etc. Players may also accumulate points based on game achievements. A display interface may be made available such that a player may see his achievements and total points, as well as those of others. | 09-19-2013 |
20130244794 | GAME DEVICE, METHOD FOR CONTROLLING GAME DEVICE, AND INFORMATION STORAGE MEDIUM - Action history writing means ( | 09-19-2013 |
20130252742 | SERVER SYSTEM, STORAGE MEDIUM, METHOD, AND ELECTRONIC INSTRUMENT - A server system refers to the login history of a registered friend player within a given period when an authenticated player has been subjected to a login process. The server system gives a bonus that corresponds to the number (login friend count) of friend users who have logged in within the given period to the authenticated player when the authenticated player has logged in. | 09-26-2013 |
20130267330 | GAME DEVICE, METHOD FOR CONTROLLING A GAME DEVICE, PROGRAM, AND INFORMATION STORAGE MEDIUM - First control means ( | 10-10-2013 |
20130288805 | GAME SYSTEM, GAME METHOD, GAME DEVICE, AND STORAGE MEDIUM STORING GAME PROGRAM - A game system capable of determining, and reflecting in games contents, nervousness of a player due to fear or the like is provided. A game device main body | 10-31-2013 |
20130310182 | Storage Medium, Game Apparatus, Game Controlling Method and Game System - A game apparatus includes a CPU, and the CPU sets a weapon to be transmittable according to an instruction by a player. More specifically, a seed is generated from a weapon, and transmittable seed data corresponding to the generated seed is stored in a memory for saved data. When a game apparatus is carried in a sleep state by a player, it makes a communication with another game apparatus to thereby transmit and receive the transmittable seed data with the other game apparatus. Accordingly, the transmittable and receivable seed data, that is, the seeds are exchanged. During the game, the received two seeds are fused to thereby generate a weapon. | 11-21-2013 |
20130310183 | TRANSPORTING AND USING WAGERING GAME DATA - A wagering game system and its operations are described herein. In some embodiments, the operations can include storing a copy of wagering game content of a wagering game on a portable data storage device while the portable data storage device is connected to a wagering game machine in a casino, the wagering game being played at the wagering game machine. The operations can further include disconnecting the portable data storage device from the wagering game machine, the portable data storage device being configured to transport the copy of the wagering game content to play on a computing device outside the casino. | 11-21-2013 |
20130316836 | Player Segmentation Based on Predicted Player Interaction Score - A gaming system identifies players in a game. A player interaction score may be computed for an identified player. One or more engagement actions may be generated based on the player interaction score. The gaming system may engage the identified player according to the one or more engagement actions. In some embodiments, the player interaction score may be used to categorize the identified player in a player segment, which in turn may be used as a basis for generating engagement actions. | 11-28-2013 |
20130316837 | FOOTBALL PLAY SELECTION APPLICATIONS - A play selection method, server, and media includes presenting a sequence of play selection interfaces to a user, wherein at least some of the play selection interfaces include a plurality of diagrams, receiving user inputs selecting one of the diagrams from each of the play selection interfaces, and determining a selected play, based on the user inputs, from a plurality of plays in a play database. The play database may associated with a team and the plurality of diagrams included in a play selection interface may be selected based on historical play information indicative of plays executed by the team. At least some of the play selection interfaces may be associated with a corresponding play characteristic. In at least one embodiment, the play selection interfaces include an offense/defense interface, a run/pass/kick interface, a formation interface, a protection interface, a route concept interface, and a game situation interface. | 11-28-2013 |
20130324264 | DIGITAL SPREAD SPECTRUM TECHNIQUE FOR ELECTROMAGNETIC EMISSION REDUCTION - Techniques for reducing electromagnetic (EM) emission in a wager-based gaming machine. A gaming machine includes one or more processors configured to generate a bus clock signal having a fundamental frequency and fundamental spectral components at harmonics of the fundamental frequency. The fundamental spectral components each have a fundamental amplitude. A signal processor is configured to generate a spread spectrum clock signal having a nominal frequency substantially equivalent to the fundamental frequency of the bus clock signal as well as nominal spectral components at harmonics of the nominal frequency. However, the nominal spectral components each have a nominal amplitude less than the fundamental amplitude of a fundamental spectral component at the same harmonic. A bus connects the signal processor with one or more elements and carries the spread spectrum clock signal to the one or more elements, thereby reducing EM emissions from the bus. | 12-05-2013 |
20130324265 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM, AND INFORMATION PROCESSING DEVICE - A non-transitory computer-readable storage medium storing a game program, the game program causing a computer to execute a process, including: an event occurrence process to cause occurrence of an event for allowing a player to obtain an item; an occurrence count acquisition process to acquire the number of times the event has occurred; a number determination process to determine the number of other players different from the player based on the number of times the event has occurred; and a consecutive event occurrence process to cause an event for allowing players to obtain an item to occur in a consecutive manner after the event for allowing the player to obtain the item, the number of the players being the determined number or less. | 12-05-2013 |
20130324266 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM AND INFORMATION PROCESSING DEVICE - A computer-readable storage medium non-transitorily storing a game program for causing a computer that includes a processor and a memory to execute a game played by a player using a game content for which a parameter that can be increased to an upper limit value is set,
| 12-05-2013 |
20130344968 | SYSTEM AND METHOD FOR EXTRACTING VALUE FROM GAME PLAY DATA - A system and method for extracting game play data are provided. The system and method may be used, for example, in an employment embodiment, a school and/or college and/or university embodiment, a dating embodiment, an advertising embodiment, and other embodiment in which it is desirable to be able to extract information from game play data. | 12-26-2013 |
20140024463 | REFEREE MODE WITHIN GAMING ENVIRONMENTS - Systems and methods for providing referee control over game play within a gaming environment are provided herein. Exemplary methods may include establishing a referee role that allows an end user to exert referee control of game play relative to a competition, within a gaming environment, between a plurality of participants, establishing referee rights for the referee role, the referee rights being made available only to the end user upon which the referee role has been conferred; and, conferring the referee role upon the end user. | 01-23-2014 |
20140024464 | Massively Multiplayer Online Strategic Multipurpose Game - A computing system, logic and method for providing a gaming platform, including: (a) at least one networked server; (b) a client computer-readable instruction set downloadable by a user; and (c) at least one entity storage unit, for storing a database of game entities of the gaming platform, where the game entities are use for generating games on the gaming platform. | 01-23-2014 |
20140038730 | EXECUTING MULTIPLE APPLICATIONS AND THEIR VARIATIONS IN COMPUTING ENVIRONMENTS - Techniques for execution of multiple application programs and their variations are disclosed. One or more individual application program components that are determined to be already stored and/or loaded into memory are not loaded into memory again, thereby allowing the associated application program to be executed without unnecessarily reloading the one or more individual application program components into memory. Generally, by keeping track and/or predicting of the application components loaded into memory, it can be determined whether to load or unload a particular application program component. In addition, data that can readily identify the application components that are not already into memory can be provided as differential application data for loading various application programs and their variations to facilitate switching between and/or concurrently running multiple application programs and their variations. | 02-06-2014 |
20140057726 | ADAPTIVE ENVIRONMENTAL EFFECTS - An establishment can coordinate devices (e.g., lights, speakers, displays) to enhance a game playing environment based on events detected in a network of wagering game machines. A system can be implemented that determines an environmental effect based on an event of a wagering game (e.g., a near win event), regardless of the particular wagering game developer/manufacturer. The system can then determine that the environmental effect should be modified based on current circumstances of the area to be impacted and/or the player, for example. The system modifies the environment effect as indicated for the current circumstances and causes the modified environmental effect to be produced. | 02-27-2014 |
20140066212 | READ AND WRITE PLAYING CARD SYSTEM AND METHOD - A read and write playing card system and method are described. The playing card includes a unique card identification that uniquely identifies the playing card from other cards in the deck of playing cards. Additionally, the read and write playing card includes at least one playing card electronic component that receives data regarding game play. Furthermore, the read and write playing card includes at least one of the playing card electronic components that stores data regarding game play. Further still, the read and write playing card includes at least one of the playing card electronic components that transmits the unique card identification data, when activated by the electronic system. | 03-06-2014 |
20140094319 | METHOD FOR MULTI MACHINE CRITICAL MEMORY VERSIONING, MIGRATION AND REPLICATION - A notification that the data in the critical memory is to be accessed may be received. The data in the critical memory may be reviewed to determine if a version update is required. It may be determined if the data in the critical memory requires a version update. If the data requires a version update, a related version algorithm may be used to retrieve the data from the critical memory. | 04-03-2014 |
20140094320 | SYSTEMS AND METHODS FOR PROVIDING A VIRTUAL WORLD COMMODITY DEVICE - The present invention describes methods and apparatus to enable efficient and protected interaction with a virtual world environment. An exemplary embodiment of the present invention provides a system including a virtual world commodity device including a housing and a memory. Furthermore, the system includes a product unique identifier stored in the memory of the virtual world commodity device. The virtual world commodity device is enabled to communicate with a virtual world environment to provide the product unique identifier and the virtual world environment provides a globally unique identifier to be stored in the memory of the virtual world commodity device. | 04-03-2014 |
20140100043 | EXTENDED AND EDITABLE GAMER PROFILE - A user profile for an online gaming service is created. The user profile contains user gaming information received from a first location. The user profile is stored in a database, and the user is permitted to access the user profile from a second location. | 04-10-2014 |
20140113730 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, AND INFORMATION PROCESSING DEVICE - A computer-readable storage medium non-transitorily storing a game program for causing a computer that includes a processor and a memory to execute a game played by a player using a game content for which a parameter that can be increased to an upper limit value is set,
| 04-24-2014 |
20140113731 | ALTERABLE STORAGE MEDIA GAMING MACHINE - A system for verifying one or more downloaded components | 04-24-2014 |
20140155177 | AUTOMATED MILESTONE PREDICTION AND PRESENTATION - Various embodiments are generally directed to automated identification and prediction of game milestones, and to automated presentation of those predictions and of the milestones as they are achieved. A method comprises searching statistical data for an indication of a milestone specified in an alerts data towards achievement of which an extent of progress has been made; identifying the milestone in the statistical data; predicting a time required to achieve the milestone; comparing the predicted time required to a condition specified in the alerts data; comparing the predicted time required to an indication of time that remains in scheduled game events in a game season in a scheduling data; and transmitting an alert that predicts achievement of the milestone based on the predicted time required meeting the condition and on the time that remains in the season providing at least the predicted time required. Other embodiments are described and claimed herein. | 06-05-2014 |
20140155178 | SYSTEMS AND METHODS FOR PREDICTING PERFORMANCE OF SPORTS PLAYERS - A method includes receiving statistical data associated with a past performance of a player at a position at a past sporting event. The player is associated with a plurality of skills that correspond to the position of the player. Each skill has a corresponding offsetting skill and complementary skill. A skill rating is calculated for each skill based on the received statistical data and an expert's subjective input. The subjective input includes (1) an importance rating of that skill to the position of the player, (2) a predicted strength rating of the corresponding offsetting skill at a future sporting event, or (3) a predicted strength rating of the corresponding complementary skill at the future sporting event. An output associated with the calculated skill ratings is sent to an output module and is used to predict a future performance of the player at the position at the future sporting event. | 06-05-2014 |
20140155179 | METHOD AND APPARATUS FOR GENERATING MAP DATA BASED ON GAME LOG DATA - Provided is automatic map information configuration based on online game play data. A method of generating map information based on game log data according to the present invention includes extracting behavior data of a character of a user from game log data regarding a game use record of the user; and generating map information as attribute information of at least one zone or point on a game map by analyzing the behavior data. | 06-05-2014 |
20140162793 | GAME STATE SYNCHRONIZATION AND RESTORATION ACROSS MULTIPLE DEVICES - Technology for a method for backing up and restoring game application state across multiple devices is disclosed herein. The method includes receiving, by a storage server, state data of a game application that runs on a first device, retrieving, by the storage server, a synchronization scheme defined by a user, detecting, by the storage server, a second device connected with the storage server, and sending, by the storage server, the state data of the game application to the second device according to the synchronization scheme. | 06-12-2014 |
20140179441 | INTELLIGENT PREFETCHING OF RECOMMENDED-MEDIA CONTENT - In various embodiments, methods and systems for prefetching recommended-media content based on a prefetch setting of a media platform are provided. A recommended-media record of recommended-media content is received. The recommended-media record is generated based on recommendation metrics of a recommendation profile. The recommended-media record is associated with a media platform. The media platform determines based on a prefetch setting for the media platform how to automatically download the recommended-media content associated with the recommended-media record to the media platform, where a default prefetch setting results in automatically downloading the recommended-media content to the media platform and a customized prefetch setting results in automatically downloading the recommended-media content based on the customized prefetch setting. Upon determining how to download the recommended-media content, the recommended-media content is downloaded based on the prefetch setting of the media platform. | 06-26-2014 |
20140179442 | GENERIC FRAMEWORK FOR REALITY BASED GAME UNIVERSE - Techniques to implement a fantasy game application in a computer environment include defining multiple roles within the fantasy game application. One or more rules may be defined for each of the roles wherein the rules govern how a role is scored within the fantasy game application. Real world event data relevant to one or more of the roles may be obtained. The rules and roles to which the real world event data applies based may be determined and applied accordingly. A performance score for the applicable roles based on the real world event data may then be calculated. | 06-26-2014 |
20140179443 | APPARATUS, SYSTEM, AND METHOD FOR EFFECTUATING MODIFICATIONS TO A VIRTUAL SPACE RESPONSIVE TO TOKEN DETECTION - Exemplary implementations may facilitate modifications to characters and/or virtual items within a virtual space, or to the virtual space itself, made responsive to detection of a token. In some implementations, a physical accessory may depict a character in the virtual space. By way of non-limiting example, the physical accessory may include a toy figurine resembling the character. A detectable token (i.e., a physical object) may be removably attached to the physical accessory. According to some implementations, responsive to the physical accessory being detected along with the removably attached token, a modification within the virtual space may be made to the character and/or a virtual item associated with the character. In some implementations, detection of the token alone may effectuate such a modification. | 06-26-2014 |
20140179444 | APPARATUS, SYSTEM, AND METHOD FOR EFFECTUATING MODIFICATIONS TO CHARACTERS AND/OR VIRTUAL ITEMS WITHIN A VIRTUAL SPACE RESPONSIVE TO TOKEN DETECTION - Exemplary implementations may facilitate modifications to characters and/or virtual items within a virtual space, or to the virtual space itself, made responsive to detection of a token. In some implementations, a physical accessory may depict a character in the virtual space. By way of non-limiting example, the physical accessory may include a toy figurine resembling the character. A detectable token (i.e., a physical object) may be removably attached to the physical accessory. According to some implementations, responsive to the physical accessory being detected along with the removably attached token, a modification within the virtual space may be made to the character and/or a virtual item associated with the character. In some implementations, detection of the token alone may effectuate such a modification. | 06-26-2014 |
20140179445 | SYSTEM TO DECODE VIDEO SIGNAL FROM ELECTRONIC GAMING DEVICE AND TO DETERMINE PLAY INFORMATION - A video output signal analyzes that analyzes a video output signal to determine game play information. In video poker, card values and player strategies can be determined based on a “reverse encoding” of the video signal to determine the original video bitmap. The bitmap can then be analyzed to determine what is taking place during a game, without having to receive this information directly from the processing unit that is actually implementing the game. | 06-26-2014 |
20140187334 | SYNCHRONIZED PRESENTATION OF FACETS OF A GAME EVENT - Various embodiments are generally directed to use of ancillary information related to play of a game event in which actions in the game are timestamped to enable synchronized presentation alongside an audio/visual program of the game event. An apparatus includes logic to receive a program data comprising a video recording of a game event, receive ancillary data including an indication of an action related to play of the game event, a first timestamp indicating a first time for start of the video recording, and a second timestamp indicating a second time for the action; visually present the video recording in a first portion of the display; and use the first and second timestamps to synchronize a visual presentation of the action in a second portion of the display with a depiction of the action in the visual presentation of the video recording. Other embodiments are described and claimed herein. | 07-03-2014 |
20140194211 | RESTORING GAMEPLAY BY REPLAYING PAST INPUTS - Methods, computer-readable media, and computing devices are described herein for restoring gameplay by replaying past inputs. During gameplay, capture logic captures participant inputs that were received to change states of game objects. The capture logic stores the captured information in an electronic record of period(s) of the gameplay. After the period(s) of gameplay, replay logic receives a request to initiate subsequent gameplay beginning from a point in time from a period of past gameplay. The replay logic causes the subsequent gameplay to begin from the point at least in part by loading saved state information and replaying the captured participant inputs. | 07-10-2014 |
20140200084 | SYSTEM AND METHOD FOR USER CREATION OF DIGITAL OBJECTS - Implementations of systems and methods according to present principles enhance and improve current methods of object creation. In such systems and methods, in addition to keeping track of a seller of an object (as seen, e.g., by an auction house notation), the identities and contributions are maintained of creators of component or subcomponent parts, or those who provided or crafted materials, either for a component or for the finished item, or those whose skills or talents contributed to the creation or obtaining of an item, component, subcomponent, or material, allowing subsequent benefits to such creators, including compensation or recognition. | 07-17-2014 |
20140213372 | SYSTEMS AND METHODS FOR PROVIDING GAME GESTURES - A system, computer-readable storage medium storing at least one program, and a computer-implemented method for providing replay data is provided. User input can be received from a first client device of a first user. The user input can include a plurality of data samples representative of a gesture made by a first user making a game move. A compressed version of the user input can be generated. The compressed version includes coded data representative of the plurality of data samples. The coded data has a smaller data size than the plurality of data samples. Replay data can be provided to a second client device of a second user. The replay data can be based on the compressed version of the user input. The replay data can be configured to representationally simulate, at the second device, the gesture made by the first user. | 07-31-2014 |
20140235358 | ROLE CLEARING METHOD, DEVICE AND SYSTEM FOR EMULATOR GAME - A role removal method, apparatus and system for an emulator game are provided. The method includes: when it is determined that there is a role to be removed from the emulator game, saving current game running information; calling a role removal function to remove the role to be removed; and loading the saved current game running information, so as to continue running the emulator game. The embodiment of the disclosure can modify stack data, a program pointer and the like of a game program by saving the current game running information and calling the role removal function, so as to achieve the purpose of controlling the game execution procedure. In particular, it can be guaranteed that a game player can exit the game at any time, and meanwhile the remaining game players can continue their games without being influenced. | 08-21-2014 |
20140243102 | SYSTEM AND METHODS FOR TELE-INTERACTIVE PLAY ITEMS - An interactive gaming system for a user is provided. The interactive gaming system includes a one or more play items, a function control unit and a personal assistant portal. The one or more play items releases one or more action signals of the user under the influence of alternating electrical field produced from the function control unit. The function control unit receives the action signals from the user and then further transmits the one or more action signals to the personal assistant portal through an input server. The personal assistant portal processes and transmits the one or more action signals received from the function control unit to the one or more feedback unit. The feedback unit further plays the action signals received from the personal assistant portal. | 08-28-2014 |
20140256450 | INTELLIGENT POWER SUPPLY AND METHODS FOR MONITORING A POWER SUPPLY - A method of monitoring a power supply of a gaming terminal comprises receiving, at an input of the power supply of the gaming terminal, an input power from an electrical power source, converting the input power to one or more output powers, providing, at one or more outputs of the power supply, the one or more output powers to one or more components of the gaming terminal, measuring, via one or more sensors, at least one electrical characteristic of the input power and the one or more output powers, and storing, in a memory, the measured at least one electrical characteristic for each of the input power and the one or more output powers. | 09-11-2014 |
20140256451 | Methods and Apparatus for Remote Updates - Software on a server transmits a copy of a string of text data containing game state parameters to a client device executing an instance of a computer-implemented game. The string is serialized and unstructured. The instance modifies the game state parameters according to game logic and events generated by a user as the user plays the game. The software on the server then receives a batch file transmitted after a threshold period of time by the instance. The batch file includes a plurality of events. The software processes the plurality of events in the batch file against game logic to update one or more of game state parameters in the string and stores the text data in the updated string in a persistent database. | 09-11-2014 |
20140274416 | SHAPE-SHIFTING A CONFIGURATION OF REUSABLE ELEMENTS - A system that includes at least a first, a second and a third three-dimensional element, each element including a centre point in the element, a motion-guiding module, coupled to the centre point and defining a predefined trajectory over the element, a motion module, adapted for displacing the centre point with respect to a second centre point of one of the other elements using the motion-guiding module of that other element, a motion-restriction module, adapted for limiting the displacement of said centre point with respect to the second centre point to at least one trajectory selected from the group consisting of the predefined trajectory and a second predefined trajectory of the other element. | 09-18-2014 |
20140274417 | SHAPE-SHIFTING A CONFIGURATION OF REUSABLE ELEMENTS - A system having at least a first, a second and a third three-dimensional element, each element including a centre point in the element, and a face with a motion-guiding module, coupled to the centre point and defining a trajectory over the element, a motion module, adapted for displacing the centre point with respect to a second centre point of one of the other elements using the motion-guiding module of that other element, a motion-restriction module, adapted for limiting the displacement of the centre point with respect to the second centre point to at least one trajectory selected from the group which includes the trajectory and a second trajectory of the other element. | 09-18-2014 |
20140274418 | MODULE FOR A SWITCHER GAME - A software module for use in at least one computer game, is configured in use to run on a processor, wherein the at least one module comprises at least one component configured to provide a game function wherein said at least one component is configured to be controlled by at least one parameter the game function provided by said at least one component being determined by the at least one parameter. | 09-18-2014 |
20140274419 | Localization System For Mounting Game In Portable Storage Device On Game Console And Method Therefor - A localization system for mounting a game in a portable storage device onto a game console is provided. The system includes a portable storage device and a game console. After the game console is connected with the portable storage device and a game is selected via an application program menu, a target word unit and game information in a small database is searched. Then, whether any cover data or configuration data is corresponding to an identification code in the small database is checked. If yes, the cover data or configuration data is returned to the application program menu and displayed on a screen. The selected game is then downloaded into the game console from the portable storage device, thereby achieving the promptly mounting and localizing the game without downloading all games from the portable storage device. | 09-18-2014 |
20140295976 | Generation of Vision Recognition References from User Selected Content - There is provided a system and method for generation of vision recognition references from user-selected content. The method comprises receiving data corresponding to a user selected content, generating a vision recognition reference from the data, associating a game behavior descriptor with the vision recognition reference, wherein the game behavior descriptor correspond to a game behavior instance, and storing the vision recognition reference and the associated game behavior descriptor in a database, wherein the database includes a plurality of pre-defined vision recognition references, and wherein each of the plurality of pre-defined vision recognition references correspond to at least one pre-defined game behavior descriptor. The method may further comprise receiving user input corresponding to the user-selected content, retrieving the vision recognition reference and the associated game behavior descriptor from the database and initiating the game behavior in a corresponding game. | 10-02-2014 |
20140295977 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM, AND GAME SYSTEM - A non-transitory computer-readable storage medium with a game program stored thereon, the game program instructing a computer to perform the following processes: a reception process to receive an operational input from a player; and a battle process in which a battle between the player and an opposing character starts based on the operational input by consuming a consumption parameter set for the player, a hit point parameter indicative of an amount of damage that the opposing character can withstand changes through the battle, an outcome of the battle between the player and the opposing character is determined, and when a single operational input is received from the player in the reception process, a recovery process and an attack process are collectively performed, the recovery process being a process to recover the consumption parameter, the attack process being a process to attack the opposing character. | 10-02-2014 |
20140315647 | FANTASY GAME PLAY FACT CHECKING - A fact checking system is able to verify the correctness of information and/or characterize information by comparing the information with one or more sources. The fact checking system automatically monitors, processes, fact checks information and indicates a status of the information. Fact checking results are able to be validated by re-fact checking the fact check results. | 10-23-2014 |
20140342839 | GAMING SYSTEM AND METHOD PROVIDING ONE OR MORE INCENTIVES TO DELAY EXPECTED TERMINATION OF A GAMING SESSION - Various embodiments of the present disclosure provide a gaming system and method providing one or more incentives to delay termination of a gaming session. In general, for a player, the gaming system utilizes gaming session data collected from the player's previous gaming sessions to determine one or more termination causation events for the player. When a designated number of the termination causation events occur during a current gaming session of the player, the gaming system provides an incentive to the player, wherein the incentive is configured to cause the player to delay expected termination of the player's current gaming session. In certain embodiments, the gaming system optimizes an incentive available to be provided to a player based on the effectiveness of prior incentives provided to the player. | 11-20-2014 |
20140349770 | INFORMATION PROCESSING DEVICE, AND NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM STORING GAME PROGRAM - An information processing device according to the present invention includes: a storage unit configured to store possessed character information that is information related to characters possessed by a player and a game parameter indicating an accumulation state of points possessed by the player in association with the player; a character selection unit configured to select a main character and a sub character from among the characters possessed by the player; a point accumulation unit configured to accumulate points by updating the possessed character information so that the sub character selected by the character selection unit is made into a character not possessed by the player and by adding the number of points corresponding to the sub character to the game parameter; and a parameter varying unit configured to vary a parameter set to the main character by causing the points accumulated by the point accumulation unit to be consumed. | 11-27-2014 |
20140357379 | CACHE-INFLUENCED VIDEO GAMES - Technologies related to cache-influenced video games are generally described. In some examples, the content of video game outputs as experienced by players of a video game may be adaptively modified to make more effective use of digital assets that are loaded in a computing system cache. Cache-influenced video games may increase cache use by increasing use, within a video game, of digital assets in a cache relative to assets not in the cache, e.g., assets that are on disk or in database storage. Cached digital assets can be retrieved more efficiently than assets stored elsewhere, and therefore video game performance may be improved. | 12-04-2014 |
20140357380 | Systems and Methods for Equipping Game Props - Systems and methods are provided for equipping game props. For example, a first prop of a game user is detected, the first prop not being equipped for the game user; the first prop is compared with a second prop of the game user, the second prop being equipped for the game user and being in a same category as the first prop; and in response to the first prop having a better performance than the second prop, the first prop is equipped for the game user. | 12-04-2014 |
20140357381 | METHOD AND DEVICE FOR PROVIDING CHARACTER OF ONLINE GAME - In an online game for providing special characters, a skill for providing special characters having capability points that cannot be generally acquired in the game and allowing the user to acquire the special characters according to a predetermined probability to increase scarcity values of the special characters, and increasing other users' interests in the user owning the special characters to increase a positive image on the game by the users and also increase interest in the game, is provided. A method for providing a character of an online game includes: by a character providing device, receiving a using signal on a special character item that is one of items owned by a user from a user terminal; when receiving the using signal, setting at least one special character that is a character generated according to a predetermined standard and at least one other character excluding the special character as characters that may be won; setting a probability for the user to acquire one of the at least one special character; casting lots according to the predetermined probability, and determining one character, from among one of the at least one special character that is set to be a character that may be won and the at least one other character, as a won character; and registering the won character to a database of characters owned by the user. | 12-04-2014 |
20140364240 | VIDEO GAME WITH BACKWARDS-COMPATIBLE TOYS - Aspects of the present invention relate to a computer-implemented method useful in playing a video game having multiple versions, the method being implemented by a video game platform that includes one or more processors, the method comprising: executing a version of the video game on the video game platform; receiving information from a memory of a toy, the information comprising type information and subtype information; displaying a representation of a game character associated with the toy, the representation of a game character based at least on the type information; using the subtype information to determine whether the toy corresponds to a different version of the video game than the version being executed; and conducting gameplay involving the representation of the game character, wherein aspects of gameplay are based in part on whether the toy corresponds to a different version of the video game than the version being executed. | 12-11-2014 |
20140364241 | STORAGE MEDIUM STORING A GAME PROGRAM, GAME APPARATUS AND GAME CONTROLLING METHOD - A game apparatus includes an inward camera, and a skin color is extracted from an imaged image imaged by the inward camera. During execution of the game, it is determined whether or not a skin color region being above a predetermined ratio is detected at a specific region. If the skin color region is above the predetermined ratio, it is determined the face of a user is correctly recognized, and feature points are detected from the imaged image. By detecting whether or not the entire face of the user is recognized, by detecting a part of the face or its movement, on the basis of the feature points, the game is progressed depending on whether or not a predetermined condition is satisfied. However, if the skin color is equal to or less than the predetermined ratio, it is determined that the face of the user is not correctly recognized, and a determination based on the feature points is not performed. | 12-11-2014 |
20140370992 | PLAYER SUBSTITUTION TO PRESERVE TEAM BALANCE - Exemplary embodiments determine a type, and a status of a first character included in a group of characters participating in a gaming session. Exemplary embodiments determine a goal of the group of characters. Exemplary embodiments determine an environment of the group of characters. Exemplary embodiments determine a balance of a type of characters required to achieve the goal. Exemplary embodiments determine if the first character is available for continued participation in the gaming session. Exemplary embodiments respond to the determination that the first character is not available for continued participation in the gaming session, by identifying a first computer controlled character to replace the first character. Exemplary embodiments determine replace the first character with the identified first computer controlled character. | 12-18-2014 |
20150018103 | LOCATION-BASED LEADERBOARD - A world may be partitioned into a set of regions and sub-regions by the computer game system in a hierarchical manner, wherein the regions and sub-regions are arranged according to a hierarchy, each sub-region being encompassed by a higher-level sub-region or region, and two or more highest-level sub-regions being encompassed by a region. A location of a user of the computer game system along with one or more statistics associated with the user may be assigned to a smallest sub-region created in the hierarchical manner. A rank of the user may then be determined within a region or sub-region encompassing the smallest sub-region to which the user's location was assigned, wherein the rank is determined using the one or more statistics associated with the user. One or more users may then be notified of the rank. | 01-15-2015 |
20150024852 | PLATFORM FOR ASSOCIATING CHARACTERISTICS OF A DIGITAL ASSET WITH MULTIPLE MEDIA SOURCES - A method for managing a stored digital asset on one or more computers independently of a plurality of media sources. The digital asset includes a plurality of characteristics including at least one alterable characteristic, and includes one or more of a virtual character, virtual property, or a game asset. The method includes sending at least a first portion of the digital asset data to one or more of the media sources including at least one characteristic, whereby performance of media by the one or more media sources is affected by the at least one characteristic, receiving data from the one or more media sources for altering the at least one alterable characteristic, and altering the at least one alterable characteristic in the stored digital asset based on the received data. | 01-22-2015 |
20150038238 | INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING METHOD, AND RECORDING MEDIUM - An example system includes a contactless communication part that performs contactless communication with a data storage medium having a contactless communication function; a data writing part that writes data to the data storage medium by the contactless communication part; a storage part that stores the data written by the data writing part; and a data determination part that determines whether the data stored in the data storage medium and the data stored in the storage part have a predetermined relationship with each other or not. When the data determination part determines that both of the data do not have the predetermined relationship with each other, the data writing part overwrites the data stored in the data storage medium with the data stored in the storage part. | 02-05-2015 |
20150051002 | FANTASY SPORTS SYSTEM AND METHOD - A fantasy sports league or contest where true fans are rewarded for allegiance to favorite teams. The league or contest is configured so that competition extends through playoffs of a league or sport upon where the fantasy sports league or contest is based. | 02-19-2015 |
20150057088 | FANTASY SPORTS NEURAL ENGINE AND METHOD OF USING SAME - An apparatus, system and method for a neural engine for recommending picks in an on-line fantasy sport draft and in on-line fantasy trades. The apparatus, system and method may include at least one computing memory having associated therewith a plurality of rules, wherein at least ones of the plurality of rules include historical performance information for at least two fantasy sports teams in at least two fantasy sports leagues, wherein one of the at least two fantasy sports leagues is associated with the on-line fantasy sports draft, and expert information regarding the picks in the on-line fantasy sports draft. The present invention may additionally include at least one computer processor that applies ones of the plurality of rules drawn from the at least one computing memory to arrive at a recommendation. | 02-26-2015 |
20150057089 | ITEM COMBINATION METHOD AND SERVER - An item combination method according to an exemplary embodiment of the present invention provided through an item combination server includes: receiving consumable item information from a user terminal using an item combination service capable of obtaining a new item by consuming a plurality of items; analyzing user information corresponding to the user terminal to detect user characteristic information related to a game play; selecting at least one item matched to the detected user characteristic information among the obtainable items as a result of the combination service; and selecting any one item among at least one selected item according to a predetermined probability to be provided to an account of the user. | 02-26-2015 |
20150065255 | NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM, AND INFORMATION PROCESSING DEVICE - To reduce labor of a player to search for game content sought by the player. A game program according to the present invention causes a computer to execute: when an operation to designate game content is performed by a player, play event selection processing to select a play event in which the designated game content is obtainable from among a plurality of play events set in advance; game screen generation processing to generate a game screen including a guidance operation area that guides the player to the selected play event; and game progress processing to make a game progress with the guided play event and to make the player play the game when the guidance operation area is operated by the player while the game screen is displayed. | 03-05-2015 |
20150065256 | PLAYER GENERATED CONTENT MANAGEMENT - Embodiments of the present invention provide a method, system and computer program product for managing player generated content. In an embodiment of the invention, a method for managing player generated content includes recording player generated content for a game playing session into memory of a computer and collecting game metrics for the game playing session during the game playing session. The method also can include comparing the game metrics to one or more pre-stored threshold values. Finally, the method includes determining whether or not to discard the player generated content based upon the comparison and storing in fixed storage of the computer only player generated content determined based upon the comparison not to be discarded. | 03-05-2015 |
20150065257 | SYSTEM AND METHOD FOR TIERED INDIVIDUAL PLAYER DRAFT FOR FANTASY SPORTS - A method of drafting one or more players in a fantasy sport includes: providing a user with a tiered list of players available for drafting for a player squad, each available player having a ranking in first, second or third tiers; receiving a first selection of a player for the player squad from the first tier; determining a subset of the second tier of players available to the user for drafting in the second tier, based on the first selection; receiving a second selection of a player for the player squad from the second tier subset; determining a subset of the third tier of players available to the user for drafting in the third tier, based on the first and second selections; receiving a third selection of a player for the player squad from the third tier subset; and storing the selections of players for the player squad. | 03-05-2015 |
20150065258 | MICROCHIPPED TOY FOR INTERACTIVE ENTERTAINMENT - Systems and methods are provided for using one or more scannable microchips embedded in a toy to allow for an interactive play experience. Through the use of an interactive gameplay application associated with the toy, commands or other data associated with a scannable microchip can be used to alter the gameplay experience. In specific embodiments, data associated with a scannable microchip embedded in a toy is used to alter traits of a playable character associated with the gameplay application and provide an enhanced gameplay experience. | 03-05-2015 |
20150080133 | RECORDING MEDIUM, INFORMATION PROCESSING APPARATUS, INFORMATION PROCESSING SYSTEM, AND INFORMATION PROCESSING METHOD - An example recording medium records an information processing program causing an information processing apparatus to operate as: a reading part reading a game program capable of being executed by any other information processing apparatus having a configuration different from that of the information processing apparatus and execution situation information indicating an execution situation at a given execution position of the game program; an emulation part, by using the execution situation information, emulating the game program with starting at the given execution position; a judgment part judging an execution situation of the game program to be emulated; and a changing part, when it is judged that the execution situation of the game program satisfies a condition set forth in advance, changing an execution status of the emulation part. | 03-19-2015 |
20150087426 | MULTIPLAYER TASK GAME - There are responsible and irresponsible people in this world. Irresponsible or unreliable individuals often refuse to perform tasks because it is inconvenient, or they find no benefit to completing the task. Methods and systems that provide incentives and rewards to motivate these types of individuals to complete a task are described. In a game that supports multiple players, an administrator and players are designated. The administrator provides a list of tasks to the players. The players complete the tasks and indicate that the tasks are completed. The administrator provides a real-world reward, such as money, for completing the tasks. The reward is then deposited into the players' accounts. | 03-26-2015 |
20150087427 | METHODS AND APPARATUS TO EMULATE A TOY - Methods, apparatus, systems and articles of manufacture to emulate a toy are disclosed. An example method includes identifying a toy to be emulated by a mobile communication device. A request to obtain toy-identifying data associated with the toy is transmitted to a remote storage. The toy-identifying data is received from the remote storage at the mobile communication device. The toy-identifying data is stored in a secure element of the mobile communication device. The toy-identifying data is transmitted, through a wireless radio of the mobile communication device, to a gaming console. | 03-26-2015 |
20150087428 | SYSTEM AND METHOD OF AUGMENTING GAMING EXPERIENCE FOR AT LEAST ONE USER - The present invention provides a system and method for augmenting gaming experience for at least one user. The system comprises a vehicle data extraction module and one or more nomadic devices. The vehicle data extraction module is coupled to instrument panel cluster and a body control unit for extracting run-time information of vehicle data and parameters. The one or more nomadic devices is coupled to the vehicle data extraction module for processing the extracted information of vehicle data at run time in order to alter gaming behavior, thereby augmenting the gaming experience. | 03-26-2015 |
20150094153 | INTERACTIVE TOY VEHICLE SYSTEM - An interactive toy vehicle system is provided, comprising a plurality of toy vehicles, each including a unique human readable identifier on a decal on a license plate or license plate recess, and an application program, which receives a user input of the unique human readable identifier, generates and retrieves a registration record for the toy vehicle, and, in response to the user input, displays information of the toy vehicle that the user has registered. The application also provides a GUI in which the user interacts with the toy design and modifies components within the constraints of structural parameters, structural rules, and templates that are associated with the toy vehicle. | 04-02-2015 |
20150111649 | FRAMEWORK TO ENABLE CONSUMPTION OF CAPTURED GAMEPLAY DATA OVER MULTIPLE MEDIUMS CONCURRENTLY - A game recording unit includes a gaming data capture section coupled to a game playing unit and configured to capture gameplay audio and video data for processing as directed by a game user control input. The game recording unit also includes a gaming data processing section coupled to the gaming data capture section and configured to process the gameplay audio and video data, wherein the processing includes a manual mode, a gamecast mode and a shadow mode of gameplay capture. Additionally, game recording unit includes a gaming data output section coupled to the gaming data processing section and configured to provide output options for the manual, gamecast and shadow modes. A game recording method and a game recording system are also included. | 04-23-2015 |
20150119149 | METHOD AND SYSTEM FOR GATHERING TIME-VARYING METRICS - Embodiments of the present invention provide a novel solution which can be used to detect and analyze instances of micro stutter within a given game, GPU and/or driver version. Embodiments of the present invention may be operable to divide an application session into a set of sub-sessions and perform multiple derivative calculations on time-varying application parameters (e.g., frame rates) measured during each sub-session. Embodiments of the present invention may also be operable to generate separate histograms for each derivative calculation performed. As such, based on calculations performed, embodiments of the present invention may synchronously increment histogram bins representing a corresponding range of performance in real-time. Upon the completion of the application session, sub-session histograms may be compressed and then saved into a log which can be fetched and uploaded to a host computer system for aggregation and storage into a database for server-side optimization analysis. | 04-30-2015 |
20150119150 | METHOD AND APPARATUS FOR RECORDING DATA OF NETWORK INTERACTION PROTOCOL - Methods and apparatus for recording data of a network interaction protocol are provided. In an exemplary method, protocol data sent from a server are received and then recorded, when the protocol data are recordable protocol data. The recorded protocol data are encoded into a video file. The video file is sent to the server and stored on the server. A video player can be used to play the video file. The apparatus can include a receiving and sending module, a recording module, and/or an encoding module. | 04-30-2015 |
20150126288 | INFORMATION PROCESSING DEVICE, PROGRAM, AND RECORDING MEDIUM - An information processing device includes: a storage device; a drive device loaded with a recording medium on which game data including metadata and a game file is recorded; a memory for temporarily storing game data read out from the storage device or the drive device; a file managing section managing storage conditions of game data in the memory and the storage device; and a file access section providing a game with game data in response to a readout request from the game. The file access section provides the game with the game data from one of the recording medium, the storage device, and the memory according to a predetermined order of priority. | 05-07-2015 |
20150126289 | METHOD AND APPARATUS FOR EXECUTING PLOT INSTRUCTIONS TO SHOW COMPLEX PLOTS - In a computer-implemented method for executing plot instructions for electronic games to show complex plots, creating a plot object and a plot script in a current scenario based on plot data, by a processor, wherein the plot script comprises a plot instruction with a blockage parameter; reading the plot script to obtain the plot instruction by a processor; analyzing the plot instruction to obtain the plot parameter by a processor; determining a blockage type of the plot instruction, by a processor, according to the blockage parameter of the plot instruction; and the plot object executing the plot instruction, by a processor, according to the blockage type. | 05-07-2015 |
20150141154 | Interactive Experimentation - A system and method for providing interactive experimentations for users are described. In one embodiment, the method includes receiving a signal of creating a playlist from a user; creating an empty playlist, responsive to receiving the signal; receiving one or more templates for one or more games; and populating, using the one or more processors, the playlist based on the one or more templates for one or more games. | 05-21-2015 |
20150141155 | GAME WITH INCENTIVIZED BEHAVIOR FOR MEDIA ENGAGEMENT - A game with incentivized behavior for media engagement and corresponding methods are provided. A method includes storing, in a memory device, a set of behavior-based incentives for a game in which two or more parties compete against each other. The method further includes providing an indication, to at least one party of the two or more parties, that the at least one party has earned one or more of the behavior-based incentives responsive to the at least one party exhibiting or performing one or more predetermined behaviors. | 05-21-2015 |
20150141156 | HYBRID GAMING PLATFORM - This disclosure provides a hybrid gaming platform for use with a controller and a plurality of game machine components. The hybrid gaming platform comprises a first system board and a second system board in communication with the first system board. The first system board is configured to receive a request through the at least one communication interface, detect a nonvolatile memory unit in the removable media reader interface, and transmit a game machine program and a verification code through the at least one communication interface. The second system board is configured to receive game signals as a function of the game machine program through that at least one communication interface and send one signal to at least one game component through at least one of the plurality of wired connections. | 05-21-2015 |
20150148138 | System and Method for Generating A Code Execution Timeline From an Executing Program - The present technology is directed to a non-limiting system and method for generating an abstract code execution timeline from repetitive programs, such as video games and simulations. As a non-limiting example, a statistical sampling profile is first taken of the running program, and then the data is converted into several representations. By selecting representative functions based on sampling frequency and call tree hierarchy and then sorting those functions chronologically and hierarchically, an abstract code execution timeline can be generated that summarizes execution within a single repetitive time period, such as a video frame. This timeline is called “Story Mode” since it tells a story of how the program executes over the course of a frame. This abstract code execution timeline can then be used to facilitate program comprehension, primarily for the purposes of modifying the code to improve execution speed. | 05-28-2015 |
20150336006 | VIDEO GAME SYSTEM, APPARATUS AND METHOD - An example video game system includes user controls and memory for storing a video game program. A processing system including at least one processor executes the video game program to provide a three-dimensional (3D) virtual game world including a player character. The processing system periodically stores in the memory ghost data for the player character as the player character moves in the 3D virtual game world, based on inputs to the user controls, during a first game play session. The processing system generates a ghost character during a second game play session whose movement in the 3D virtual game world is based on the ghost data stored in the memory. The ghost character appears in the second game play session at a time subsequent to the beginning of the second game play session. | 11-26-2015 |
20150336007 | NON-TRANSITORY COMPUTER-READABLE MEDIUM, INFORMATION PROCESSING SYSTEM, AND METHOD - A non-transitory computer-readable medium includes computer program instructions, which when executed by an information processing system, cause the information processing system to: store a plurality of game media in association with each of a plurality of players, the game media each having a plurality of parameters; place a first of the plurality of game media in a predetermined area among areas of a field, based on an operation by a first player, in association with a state of first parameter indicating that a first parameter among the plurality of parameters is valid; and specify one or more specific areas in which is placed a second game medium associated with a different state of parameter indicating that a different parameter, other than the first parameter, is valid. | 11-26-2015 |
20150343304 | GAME SYSTEM, GAME APPARATUS, STORAGE MEDIUM STORING GAME PROGRAM AND GAME DATA EXCHANGE METHOD - A game system including a plurality of mobile game apparatuses, and a mobile game apparatus that can communicate with another game apparatus that exists within a communicable range by use of a radio communications unit. When a communicated state is established, exchanging conditions for exchanging game data are received and transmitted, and in a case the exchange conditions are coincident with each other, the game data are exchanged. | 12-03-2015 |
20160001189 | VIDEO GAME STORAGE MANAGEMENT - Aspects of the invention provide for management of storage space utilized by video game information based in part on the engagement of the video game user. For example, one aspect of the invention provides a method of providing information for play of a video game, comprising determining a storage parameter based on user game play related information, the storage parameter indicative of level of commitment of the user to the video game; outside of a game play session of the video game, providing, over a communications network, first information to a compute device associated with the user, the first information for use in providing for game play of the video game by the compute device, the first information being an amount of information determined based on the storage parameter; and during a game play session of the video game, providing additional information for use in providing for game play of the video game by the compute device. | 01-07-2016 |
20160059134 | STORAGE MEDIUM, GAME SYSTEM, AND CONTROL METHOD - A computer that executes processing for game content, for which a plurality of kinds of roles are arranged, in which operation corresponding to at least a portion of the roles is assigned to players, is caused to execute processing for acquiring device information including at least one of a specification of the computer and a usage condition, processing for determining one role of the plurality of kinds of roles based on the acquired device information, and processing for executing the processing for the game content for the determined one role in accordance with operation input by a player. | 03-03-2016 |
20160114247 | METHOD AND APPARATUS FOR PROVIDING PRIVACY POLICY GENERATION BASED ON IN-GAME BEHAVIOR DATA - An approach is provided of generating real-world privacy policies based on in-game behavior. A privacy policy platform determines in-game behavior data associated with at least one user while the at least one user is playing at least one location-based game. The privacy platform causes, at least in part, a mapping of the in-game behavior data to one or more game locations within the at least one location-based game. The privacy platform further causes, at least in part, a correlation of the one or more game locations to one or more real-world locations. The privacy platform then causes, at least in part, a generating of one or more privacy policies for the one or more real-world locations based, at least in part, on the in-game behavior data mapped to the correlated one or more game locations. | 04-28-2016 |
20160144284 | RECORDING MEDIUM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING DEVICE AND INFORMATION PROCESSING METHOD - An example system includes: a data acquisition unit for performing near field communication with a data storage medium having a near field communication function and acquiring character data stored in the data storage medium; an information processing unit for performing information processing to control a character corresponding to the character data, which has been acquired by the data acquisition unit, as a non player character; and a data changing unit for changing the character data depending on a processing result of the information processing unit. | 05-26-2016 |
20160175719 | COMPUTER SYSTEM AND METHOD FOR A COMPUTER IMPLEMENTED GAME | 06-23-2016 |
20160193533 | Information storage medium and terminal | 07-07-2016 |
20170236372 | SYSTEMS, METHODS AND DEVICES FOR MONITORING GAME ACTIVITIES | 08-17-2017 |