Patents by Inventor Hiroaki Yotoriyama

Hiroaki Yotoriyama has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 7374480
    Abstract: A method for adding a new game performance to a game wherein players enjoy operating own registered characters by inputting own accounts. The game performing method for performing a predetermined game wherein a plurality of players operates own registered characters by inputting own accounts, has: storing a plurality of characters including a registered character; storing play data of the plurality of characters; determining one character of the plurality of characters instead of the registered character to be a player character of a player according to an operation inputted by the player; selecting the registered character corresponding to an account of the player as a CPU character from the plurality of characters; and performing a fight of the CPU character selected against the player character determined by controlling an action of the CPU character on the basis of play data corresponding to the CPU character.
    Type: Grant
    Filed: May 27, 2003
    Date of Patent: May 20, 2008
    Assignee: Namco Bandai Games Inc.
    Inventors: Takashi Otani, Hiroaki Yotoriyama
  • Patent number: 7281981
    Abstract: Triangular relation is introduced such that a vertical-attribute attack B1 (first action) is more advantageous than a horizontal-attribute attack B2 (second action); the horizontal-attribute attack B2 is more advantageous than a movement action B3 (third action); and the movement action B3 is more advantageous than the vertical-attribute attack B1. If the vertical and horizontal attribute attacks occur at the same time, hit check is carried out using pseudo hit areas each of which is larger then than hit areas specified by the orbits of attacks, the amount of axis following compensation for character is set to be larger, or the judgment of hit is canceled even when the attacks hit against each other. If an attribute parameter (or difficulty level setting) for any one of the vertical-attribute attack, horizontal-attribute attack, and movement action is changed, the attribute parameters for the other actions are also changed at the same time.
    Type: Grant
    Filed: August 22, 2002
    Date of Patent: October 16, 2007
    Assignee: Namco Bandai Games Inc.
    Inventor: Hiroaki Yotoriyama
  • Patent number: 6882975
    Abstract: A method for expressing a feeling and so on included in a speech of a player, more plainly, when the player has a chat through a network. The method for providing an electronic chat between a first apparatus controlling a first own player character and a second apparatus controlling a second own player character, through a network, comprises: inputting a speech data to the first apparatus; inputting a motion pattern of the first own player character to the first apparatus; sending a chat data including the speech data and the motion pattern to the second apparatus; receiving a chat data sent from the second apparatus; outputting a speech data included in the chat data received from the second apparatus; and moving and displaying the second own player character on the basis of a motion pattern included in the chat data received from the second apparatus.
    Type: Grant
    Filed: May 28, 2002
    Date of Patent: April 19, 2005
    Assignee: Namco Ltd.
    Inventors: Hiroaki Yotoriyama, Tetsuya Akatsuka
  • Publication number: 20030236111
    Abstract: A method for adding a new game performance to a game wherein players enjoy operating own registered characters by inputting own accounts. The game performing method for performing a predetermined game wherein a plurality of players operates own registered characters by inputting own accounts, has: storing a plurality of characters including a registered character; storing play data of the plurality of characters; determining one character of the plurality of characters instead of the registered character to be a player character of a player according to an operation inputted by the player; selecting the registered character corresponding to an account of the player as a CPU character from the plurality of characters; and performing a fight of the CPU character selected against the player character determined by controlling an action of the CPU character on the basis of play data corresponding to the CPU character.
    Type: Application
    Filed: May 27, 2003
    Publication date: December 25, 2003
    Applicant: NAMCO LTD.
    Inventors: Takashi Otani, Hiroaki Yotoriyama
  • Patent number: 6623359
    Abstract: An objective of the present invention is to provide a three-dimensional action game machine in which three-dimensional actions of game characters can be realized through a simple input system and an information storage medium suitable for use therein. The game machine has a plurality of input modes including a two-dimensional action mode (or first input mode), a three-dimensional step action mode (or second input mode) and a three-dimensional running mode (or second input mode). By switching the input mode, actions of the game character in the three-dimensional space can be inputted. If a lever is manipulated two times in the same direction within a predetermined time period and held at the manipulated position, the game machine enters the three-dimensional running mode wherein the game character can freely move about on the plane in the three-dimensional space.
    Type: Grant
    Filed: February 2, 2000
    Date of Patent: September 23, 2003
    Assignee: Namco Ltd.
    Inventor: Hiroaki Yotoriyama
  • Publication number: 20030038428
    Abstract: Triangular relation relating to superiority in the offensive and defensive battle is introduced such that a vertical-attribute attack B1 (first action) is more advantageous than a horizontal-attribute attack B2 (second action); the horizontal-attribute attack B2 is more advantageous than a movement action B3 (third action); and the movement action B3 is more advantageous than the vertical-attribute attack B1. If the vertical- and horizontal-attribute attacks occur at the same time, hit check is carried out using pseudo hit areas each of which is larger than hit areas specified by the orbits of attacks. If the vertical- and horizontal-attribute attacks occur at the same time, the amount of axis following compensation for character is set to be larger. If the vertical- and horizontal-attribute attacks occur at the same time, the judgment of hit is canceled even when the attacks hit against each other.
    Type: Application
    Filed: August 22, 2002
    Publication date: February 27, 2003
    Applicant: NAMCO LTD.
    Inventor: Hiroaki Yotoriyama
  • Publication number: 20020178011
    Abstract: A method for expressing a feeling and so on included in a speech of a player, more plainly, when the player has a chat through a network. The method for providing an electronic chat between a first apparatus controlling a first own player character and a second apparatus controlling a second own player character, through a network, comprises: inputting a speech data to the first apparatus; inputting a motion pattern of the first own player character to the first apparatus; sending a chat data including the speech data and the motion pattern to the second apparatus; receiving a chat data sent from the second apparatus; outputting a speech data included in the chat data received from the second apparatus; and moving and displaying the second own player character on the basis of a motion pattern included in the chat data received from the second apparatus.
    Type: Application
    Filed: May 28, 2002
    Publication date: November 28, 2002
    Applicant: NAMCO LTD.
    Inventors: Hiroaki Yotoriyama, Tetsuya Akatsuka
  • Patent number: 6340330
    Abstract: An object of the present invention is to provide a game device which gives variety to a fighting game for leading a player to play the game repeatedly, and to provide an information storage medium usable in the game device. The player can select one of a normal game mode in which a game character controlled by the player fights against an enemy game character and a weapon obtaining mode in which the player's game character can obtain an item (e.g., weapon) to be used. The weapon obtained in the weapon obtaining mode can be used in the normal game mode. Depending on the weapon used by the player's game character, various functions such as the number and type of special techniques, the basic position, a series of actions subsequent to the basic position, a hit area of weapon, offensive power, durability and so on may be changed in the same game character controlled by the player. The weapon obtaining mode may also be used as an operation guidance mode for beginners.
    Type: Grant
    Filed: September 21, 1998
    Date of Patent: January 22, 2002
    Assignee: Namco Ltd.
    Inventors: Masuya Oishi, Teruaki Konishi, Hiroaki Yotoriyama, Tadashi Iguchi