Patents by Inventor Risa Tabata

Risa Tabata 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: 9987560
    Abstract: A non-limiting example game apparatus includes a CPU, and the CPU performs non-contact communication with an IC tag that is incorporated in a figure by using a non-contact communication module. During playing a course game, if a player instructs transformation, a player character is transformed into another character after attesting the figure. Furthermore, if the player instructs writing of a score when the course game is finished, the score is written in the IC tag after attesting the figure. Furthermore, if the player instructs to acquire a predetermined item, after attesting the figure, the predetermined item is acquired by using virtual money. As a level is raised, for example, the number of transformable times is increased, and a kind of acquirable predetermined item is increased.
    Type: Grant
    Filed: March 15, 2016
    Date of Patent: June 5, 2018
    Assignee: NINTENDO CO., LTD.
    Inventors: Kensuke Tanabe, Risa Tabata, Ayako Moriwaki
  • Publication number: 20160346697
    Abstract: A non-limiting example game apparatus includes a CPU, and the CPU performs non-contact communication with an IC tag that is incorporated in a figure by using a non-contact communication module. During playing a course game, if a player instructs transformation, a player character is transformed into another character after attesting the figure. Furthermore, if the player instructs writing of a score when the course game is finished, the score is written in the IC tag after attesting the figure. Furthermore, if the player instructs to acquire a predetermined item, after attesting the figure, the predetermined item is acquired by using virtual money. As a level is raised, for example, the number of transformable times is increased, and a kind of acquirable predetermined item is increased.
    Type: Application
    Filed: March 15, 2016
    Publication date: December 1, 2016
    Inventors: Kensuke TANABE, Risa TABATA, Ayako MORIWAKI
  • Patent number: 9098130
    Abstract: When an input indicating a position on a screen has been provided by a pointing device, coordinate values indicating the position are set as coordinate values of a starting point position. Subsequently, it is determined whether or not a state where the position on the screen is being continuously indicated by the pointing device has changed to a non-indicative state where the position on the screen is not indicated by the pointing device. As a result, when the state has changed to the non-indicative state, the coordinate values output from the pointing device before the change to the non-indicative state are set as coordinate values of an end point position, and a direction from the starting point position to the end point position is specified. Then, a virtual object is caused to move such that a moving direction of the virtual object is a direction different from the specified direction.
    Type: Grant
    Filed: August 16, 2011
    Date of Patent: August 4, 2015
    Assignee: Nintendo Co., Ltd.
    Inventors: Kaori Miyachi, Kensuke Tanabe, Risa Tabata, Yuuki Watanabe
  • Patent number: 8403747
    Abstract: When a game is started, at least two types of pieces obtained based on random extraction from prepared types of pieces are set in advance for each player as his/her own assigned pieces (assigned objects). When the game ends as a prescribed condition is satisfied, an evaluation value of each player is calculated based on a cumulative value at that time point of the assigned pieces set for that player. The assigned piece defines the type of the piece to be evaluated for each player. Here, as a difference between a cumulative value of one assigned piece and a cumulative value of the other assigned piece is greater, a higher evaluation value is calculated. Typically, the difference (absolute value) between the cumulative values of the respective assigned pieces is calculated as the evaluation value.
    Type: Grant
    Filed: September 3, 2009
    Date of Patent: March 26, 2013
    Assignee: Nintendo Co., Ltd.
    Inventors: Kensuke Tanabe, Risa Tabata, Masao Suganuma
  • Publication number: 20120306775
    Abstract: When an input indicating a position on a screen has been provided by a pointing device, coordinate values indicating the position are set as coordinate values of a starting point position. Subsequently, it is determined whether or not a state where the position on the screen is being continuously indicated by the pointing device has changed to a non-indicative state where the position on the screen is not indicated by the pointing device. As a result, when the state has changed to the non-indicative state, the coordinate values output from the pointing device before the change to the non-indicative state are set as coordinate values of an end point position, and a direction from the starting point position to the end point position is specified. Then, a virtual object is caused to move such that a moving direction of the virtual object is a direction different from the specified direction.
    Type: Application
    Filed: August 16, 2011
    Publication date: December 6, 2012
    Applicant: NINTENDO CO., LTD.
    Inventors: Kaori MIYACHI, Kensuke Tanabe, Risa Tabata, Yuuki Watanabe
  • Publication number: 20100317432
    Abstract: When a game is started, at least two types of pieces obtained based on random extraction from prepared types of pieces are set in advance for each player as his/her own assigned pieces (assigned objects). When the game ends as a prescribed condition is satisfied, an evaluation value of each player is calculated based on a cumulative value at that time point of the assigned pieces set for that player. The assigned piece defines the type of the piece to be evaluated for each player. Here, as a difference between a cumulative value of one assigned piece and a cumulative value of the other assigned piece is greater, a higher evaluation value is calculated. Typically, the difference (absolute value) between the cumulative values of the respective assigned pieces is calculated as the evaluation value.
    Type: Application
    Filed: September 3, 2009
    Publication date: December 16, 2010
    Inventors: Kensuke TANABE, Risa TABATA, Masao SUGANUMA