Skill Level Adjustment (e.g., Speed Change, Complexity, Etc.) Patents (Class 463/23)
  • Patent number: 6736724
    Abstract: A character-group battle method, recording medium and game device for realistically expressing a group battle through a series of operations are provided. It is determined whether or not there is an enemy horse soldier belonging to an enemy army inside the enemy-search area that has been preset as the range of view of the object horse soldier (S406), and when it is determined that there is an enemy horse soldier (S410, 416, 428), then it is determined whether or not that enemy horse soldier is capable of engaging in battle with the object horse soldier, and when it is determined that battle is possible, then that enemy horse soldier is identified as an enemy that the object horse soldier must do battle (S440), so the object horse soldier approaches the enemy horse soldier until the enemy horse soldier is inside the battle area of the object horse soldier.
    Type: Grant
    Filed: November 24, 2000
    Date of Patent: May 18, 2004
    Assignee: Koei Co., Ltd.
    Inventors: Yoichi Erikawa, Jumpei Tsuda
  • Patent number: 6733390
    Abstract: A method of operating slot machines permits a machine to be identified as available for team play. Upon being identified for team play, the machine is grouped with other slot machines and subject to bonus conditions dependent on the team play. Bonus conditions typically including selected bonus outcomes and a bonus time period, during which bonus time period all outcomes of the grouped machines are monitored to determine the total bonus outcomes. If the total bonus outcomes of the team meet the bonus conditions within the bonus time period, then a bonus payout is awarded to all of the players. Players are thus encouraged to participate in a social, team environment with others of the team to win the group bonus. The invention is applicable to all slot machines, including video poker machines wherein the bonus outcomes include selected video poker hand ranks, and reeled slot machines wherein the bonus outcomes include selected reel outcomes.
    Type: Grant
    Filed: October 23, 2001
    Date of Patent: May 11, 2004
    Assignee: Walker Digital, LLC
    Inventors: Jay S. Walker, James A. Jorasch, Magdalena Mik
  • Publication number: 20040077934
    Abstract: Apparatus for improving health of a user is provided, including a first sensor, adapted to measure a first physiological variable, which is indicative of a voluntary action of the user. A second sensor is adapted to measure a second physiological variable, which is substantially governed by an autonomic nervous system of the user. Circuitry is adapted to receive respective first and second sensor signals from the first and second sensors, and, responsive thereto, to generate an output signal which directs the user to modify a parameter of the voluntary action.
    Type: Application
    Filed: October 15, 2003
    Publication date: April 22, 2004
    Applicant: INTERCURE LTD.
    Inventor: Tamir Massad
  • Patent number: 6719629
    Abstract: A computer-implemented method is adapted for playing at least first and second card games in succession. Each of the card games is associated with a respective set of card rules. In the method, a gaming apparatus includes a user input unit and a display unit, and the player is allowed to place a bet via the user input unit. The card games are played in succession such that the cards in a previous card game are combined with new cards and are reshuffled for selection to result in the cards of a succeeding card game. A computer program product for a gaming apparatus that includes a user input unit, a display unit and a processor unit is also disclosed.
    Type: Grant
    Filed: May 20, 2002
    Date of Patent: April 13, 2004
    Assignee: Tai Game Tech Corp.
    Inventor: Arden Yang
  • Patent number: 6709334
    Abstract: Changing a game progressing speed dynamically by the operation of a player. While a high-speed mode key is being depressed by the player, at a game progress/musical tempo determination, the game progress of a frame image to be formed is quadrupled, for example, to realize a game progressing speed of four times. While a low-speed mode key is being depressed by the player, at the same determination, there are repeated the operations in which the formation of the frame image is skipped by three times, for example, and in which the formation is then once made. As a result, there is realized a quarter game progressing speed. In either case, a flag for changing a musical tempo is changed to a value according to the mode, and the tempo of the music to be reproduced is changed on the basis of the flag and according to the image.
    Type: Grant
    Filed: June 29, 2000
    Date of Patent: March 23, 2004
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Yoshiyuki Miyagawa, Minoru Akao
  • Publication number: 20040048655
    Abstract: A game machine includes, an operating portion, a signal detector, a prompter, a determination receiver and a speed changer. The operating portion outputs a signal in accordance with a player's operation for proceeding a game. The signal detector detects either a consecutive signal within a predetermined period of time or an intermittent signal within a predetermined period of time from the operating portion. The prompter prompts a player to determine whether to change a speed of progress in the game when either the consecutive signal or the intermittent signal is detected. The determination receiver receives a player's determination regarding the change of the speed of progress in the game. The speed changer changes the speed of progress in the game in accordance with the player's determination when the player's determination is received.
    Type: Application
    Filed: August 19, 2003
    Publication date: March 11, 2004
    Applicant: KONAMI CORPORATION
    Inventor: Keiri Yoshioka
  • Patent number: 6692359
    Abstract: A Methods of interfacing and interacting on a network having a central computer system and a plurality of telephone line-connected remote computer systems is provided, each remote computer system including a video display. The network methods include the means for and steps of creating a first visual representation of a first user on the visual display of the first computer system and a second visual representation of a second user on the visual display of the second computer system. The second visual representation is then displayed on the visual display of the first computer system and the first visual representation is displayed on the video display of the second computer system. The network and method allow an application program e.g. a video game in which a first player's selected visual representation, interest, skill levels and personal characteristics may be accessed by another player who is invited to play with the first to be employed by at least two primary users.
    Type: Grant
    Filed: November 8, 1993
    Date of Patent: February 17, 2004
    Assignee: America Online, Inc.
    Inventors: Kenneth A. Williams, David R. Slayback, Matthew D. George, Jeffrey A. Stephenson
  • Publication number: 20040029633
    Abstract: A method and a system for implementing a multi-way game are disclosed, wherein a combination of a learning software and a game software is used, and the user can still perform the game playing procedure. The present invention first divides the game software into a number of game stages, according to the difficulty level or the procedure property of the game software. Then, a source weight for each of a number of game sources needed by each of the game stages is determined, so that a game evaluating module is set up. According to the difficulty level and content of the learning software, a learning weight is respectively determined, so that a learning evaluating module is set up. Next, a related database is set up according to the source weight, the learning evaluating weight, and a transformation function, so that the source weight and the learning evaluating weight can be exchanged to each other.
    Type: Application
    Filed: August 12, 2002
    Publication date: February 12, 2004
    Inventors: Say-Ling Wen, Hua-Feng Mai, David Ho
  • Publication number: 20040005919
    Abstract: In accordance with one or more embodiments, a method for activating features for use on gaming devices is presented, wherein the method comprises displaying a plurality of indications of features to a player, receiving an indication of a player selection of at least one feature, and activating the at least one feature on the gaming device. In one or more embodiments, a measure of performance may be used to determine whether to make a feature available for selection by a player.
    Type: Application
    Filed: April 18, 2003
    Publication date: January 8, 2004
    Inventors: Jay S. Walker, James A. Jorasch, Russell P. Sammon, Scott T. Friesen
  • Patent number: 6652376
    Abstract: A driving game, wherein players having various driving skills—from beginners to those advanced—may enjoy both aspects of amusement and simulation in consistency. The game device of the present invention has an element for providing to a player a plurality of different movement modes upon moving the vehicle along a traveling line. Upon selection of a desired movement mode, a vehicle-driving game relating to the driving mode selected by the player is executed. Included in this plurality of driving modes are an assist mode in which auto-brake control is performed and a training mode in which various indications, such as the timing of the braking point, are given.
    Type: Grant
    Filed: February 15, 2000
    Date of Patent: November 25, 2003
    Assignee: Kabushiki Kaisha Sega Enterprises
    Inventors: Shigeru Yoshida, Takuji Masuda, Takanori Kobayashi
  • Patent number: 6648760
    Abstract: A skill mapping method and apparatus is used in connection with a game of skill including a plurality of predetermined measurable features and played by a plurality of players. The method includes selecting at least one of the predetermined measurable features; measuring each player's performance in the selected predetermined measurable features; comparing each player's performance with a standard; and mapping each player to a respective skill level based on each player's performance relative to the standard.
    Type: Grant
    Filed: September 27, 2000
    Date of Patent: November 18, 2003
    Assignee: Midway Amusement Games, LLC
    Inventor: Neil D. Nicastro
  • Patent number: 6645067
    Abstract: A CPU controls a graphic controller based on control programs within a main RAM to extract a series of rhythm sound data for each of multiple mimic percussion instruments from a graphic RAM and correlates these in a time-axial direction for display on a monitor, instruction and display of the operating timing for each sound of the multiple mimic percussion instruments is performed on the monitor, the player performs sequential striking input with the left and right hands, for example, for the rhythm sounds via a rhythm input detecting apparatus corresponding to multiple mimic percussion instruments, while following the operation timing display instructions thereof. The timing thereof is compared with the timing of the display instruction and evaluation is made based on the offset thereof, and the evaluation results are accumulated. Thus, a rhythm-matching game with a high gaming nature is realized, by inputting operation for multiple instruments using multiple hands and feet such as the left and right hands.
    Type: Grant
    Filed: February 10, 2000
    Date of Patent: November 11, 2003
    Assignee: Konami Co., Ltd.
    Inventors: Katsunori Okita, Tadasu Kitae, Masato Nagatomi, Naonobu Kaneiso, Toru Takeda
  • Patent number: 6645069
    Abstract: The invention provides a method and apparatus for gaming. The method includes receiving a betting level; calculating a required score using a list of scores corresponding to the betting level and a house advantage; and using the required score as a score to be attained in a game of at least partial skill. The system includes a central server; at least one casino server connected to the central server via a communications link; and a gaming machine coupled to the casino server. At least one of the central server and the casino server are configured to: receive a betting level; calculate a required score using a list of scores corresponding to the betting level and a house advantage; and use the required score as a score to be attained in a game of at least partial skill.
    Type: Grant
    Filed: January 25, 2002
    Date of Patent: November 11, 2003
    Assignee: Skill Safari, LLC
    Inventor: Robert W. Robb
  • Publication number: 20030207712
    Abstract: A video game (54) and game system (50) incorporates a game character's sanity level that is affected by occurrences in the game (54) such as encountering a game creature or a gruesome situation. A character's sanity level (10) is modified by an amount determined based on a character reaction to the occurrence such as taking a rest or slowing game progress and/or an amount of character preparation. That is, if a character is prepared for the particular occurrence, the occurrence may have little or no affect on the character's sanity level. As the character's sanity level decreases, game play is effected such as by controlling game effects, audio effects, creating hallucinations and the like. In this context, the same game can be played differently each time it is played.
    Type: Application
    Filed: September 3, 2002
    Publication date: November 6, 2003
    Inventors: Henry C Sterchi, Edward A Ridgeway, Denis P Dyack
  • Patent number: 6638160
    Abstract: A game system allows timing adjustment for reducing inaccuracy in timing evaluation of an operation performed by a player. The game system includes a storage device for storing reference data defining timing of at least one operation to be performed by a player on an input device associated with an elapsed time from a predetermined position serving as a reference, and an operation instruction device for instructing the player operation timing based on the reference data. An operation detection device detects actual timing of an operation performed on the input device by the player, and an evaluation device evaluates the detected operation by comparing the timing of the operation defined in the reference data and the detected timing. An adjustment value setting device allows the player to correct an evaluation result, and an adjustment execution device changes the operation timing with the predetermined position being used as a reference.
    Type: Grant
    Filed: June 21, 2001
    Date of Patent: October 28, 2003
    Assignee: Konami Corporation
    Inventor: Kensuke Yoshitomi
  • Publication number: 20030176219
    Abstract: A method of providing incentive to play gaming devices during certain off-peak hours comprises three types of periods: an earning period over which earned credits are accumulated responsive to the level of play on the gaming device, a redeeming period where the earned credits can be played, and a regular period where credits are neither earnable or playable. In this way, the player is given an incentive to play during certain times of the week which are otherwise off-peak playing times where the casino might be relatively empty. The amount of credits earned and redeemed can also be dependent upon the player level so that more valuable customers are given preferential bonuses to encourage play.
    Type: Application
    Filed: March 13, 2003
    Publication date: September 18, 2003
    Applicant: Acres Gaming Incorporated
    Inventors: Vincent S. Manfredi, Richard J. Schneider
  • Patent number: 6609976
    Abstract: A method of executing processing for displaying hints to a character in a role playing game, and a program product and game system for the same, judge if a character being operated in response to an operational input from a player is at a location for which a special action is set. The invention also judges if the character has the ability to execute the special action set for that location, and, when that character has the ability to execute the special action, displays the navigation on the screen. When the character does not have the ability to execute the special action, a hint is displayed on the screen.
    Type: Grant
    Filed: April 28, 2000
    Date of Patent: August 26, 2003
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Nozomu Yamagishi, Shinichiro Okaniwa
  • Publication number: 20030130031
    Abstract: Provided is a driving game, wherein players having various driving skills—from beginners to those advanced—may enjoy both aspects of amusement and simulation in consistency. The game device of the present invention moves an object in a virtual three-dimensional space pursuant to operations from a player and generates images of the moving state of such object. This game device is provided with an element for providing to a player a plurality of different movement modes upon moving the vehicle along a traveling line; an element for enabling a player to select a desired movement mode from such plurality of different movement modes; and an element for executing a vehicle-driving game relating to the driving mode selected by the player. Included in this plurality of driving modes are an assist mode in which auto-brake control is performed and a training mode in which various indications, such as the timing of the braking point, are given.
    Type: Application
    Filed: February 4, 2003
    Publication date: July 10, 2003
    Applicant: Kabushiki Kaisha Sega Enterprises
    Inventors: Shigeru Yoshida, Takuji Masuda, Takanori Kobayashi
  • Patent number: 6579176
    Abstract: A computer-based growing simulation method and system is adaptable for a game and particularly a role playing game that reflects the growth of a selected role. In the game, the system will generate many different events such as simulated environments. Each simulated environment includes simulated lifelike objects (such as views or things) and conditions or selection items for the role to behave. Each condition or selection item links or relates to a selected object. The growth journeys are shown through the role's progress in the game. The game does not progress in a fixed path or rounds format, but is determined by the behavior of the role in the game. The role's growth status is indicated by a set of corresponding parameter groups. The parameter groups will change and accumulate according to the role's growth journey. Variations of the parameter groups will reflect the player's growth journey and feelings in the real world.
    Type: Grant
    Filed: June 25, 2001
    Date of Patent: June 17, 2003
    Assignee: Inventec Corporation
    Inventors: Shih-I Wen, Hao Shih, Hai Hsian, Chien-Jen Huang
  • Publication number: 20030109301
    Abstract: A scoring method and system for determining points in a game. Goal-based points are determined as a function of a player achieving a goal set by the player that is not predefined by the game and are used to determine the player's status in the game, such as whether the player advances to a next level. Subjective style points are awarded if the player performs feats of style that are not necessary tasks of the game, depend upon the type of game, and may include sliding, spinning, jumping, blocking an opponent, passing an opponent, and avoiding obstacles. Objective skill points may be combined with subjective style points and goal-based points. Alternatively, one of these three types of points may be modified as a function of one or both of the other two types of points.
    Type: Application
    Filed: January 17, 2003
    Publication date: June 12, 2003
    Applicant: Microsoft Corporation
    Inventors: Martyn Richard Chudley, Sarah C. Chudley, Philip Snape
  • Patent number: 6561901
    Abstract: A game system includes: a manipulating unit to be manipulated by a player; a storage unit for storing program and data required to execute a game; an executing unit for executing the game based on a manipulation of the manipulating unit and storage contents in the storage unit; an interrupting unit for interrupting a progress of the game when the game being executed reaches a predetermined progress level; an requesting unit for requesting the player to input information to release the interruption of the game in response to the interruption of the game by the interrupting unit; and a managing unit for comparing the manipulation of the manipulating unit responsive to the request by the requesting unit with a releasing condition of the interruption which is stored in the storage unit in advance, for permitting the progress of the game ahead of the point of the interruption if the manipulation satisfying the releasing condition is performed and for inhibiting the progress of the game ahead of the point of the in
    Type: Grant
    Filed: July 9, 1998
    Date of Patent: May 13, 2003
    Assignee: Konami, Co., Ltd.
    Inventor: Yasumi Takase
  • Patent number: 6554283
    Abstract: A method of house apportionment of a bonus value during bonus casino game play, entry for which occurs during play of an underlying game of chance. A method of house apportionment awards the player a portion of the bonus value for the bonus game and adds the remainder of the bonus value to at least one account available to reward subsequent players such that the bonus value paid by the house is constant and the house advantage is fixed regardless of player proficiency in the bonus casino game. The bonus casino games include knowledge-based playing. The step of awarding in the bonus game is a function of the wager, the frequency that the bonus game occurs, the expected return in the game without the bonus and the expected bonus monitoring pay out value.
    Type: Grant
    Filed: July 19, 2002
    Date of Patent: April 29, 2003
    Assignee: Mikohn Gaming Corporation
    Inventors: Olaf Vancura, Terrance William Oliver
  • Patent number: 6543769
    Abstract: A simulator for snowboarding, skateboarding, water skiing and the like includes a substantially flat board having a support which permits three degrees of freedom of motion. The support can include a convex body which, in combination with a thrust receiving surface, forms a thrust bearing permitting the three degrees of freedom. The support can also include a rotary or turntable type of bearing permitting rotary motion. The simulator is instrumented to measure rotational motion and to provide an output signal compatible with a personal computer (PC) game port or a video game console input/output (I/O) port representative of rotational position of the board.
    Type: Grant
    Filed: October 7, 1999
    Date of Patent: April 8, 2003
    Assignee: Slingshot Game Technology, Inc.
    Inventors: Robert M. Podoloff, Steve Potter
  • Publication number: 20030064797
    Abstract: In one embodiment of a gaming machine incorporating the present invention, a special outcome of a primary game initiates a bonus game of a type very different from the primary game. One of the outcomes of the bonus game is the initiation of a third game, which the player then plays to determine whether the bonus game ends or continues. This third game may be the random selection by the player or the gaming machine of one of a plurality of tiles (or other icons), where certain ones of the tiles end the bonus game and other ones of the tiles allow the bonus game to continue. The third game may be any game where a random result determines the ending of the bonus game, or the third game may be a game of skill, such as a hand of blackjack. In one embodiment, the primary game, the bonus game, and the third game are played on the same touch video screen, where sensors in the screen detect the position of a player's touch in order to select a displayed option.
    Type: Application
    Filed: September 28, 2001
    Publication date: April 3, 2003
    Inventors: James P. Jackson, Robert J. Piechowiak, Frank DeSimone, Michael Thomas Dini
  • Publication number: 20030064792
    Abstract: The present invention is a gaming device that enables players to accumulate awards until there is no more awards or until one or more termination variables reaches a predetermined limit. The gaming device includes at least one random generation device, one of which generates awards upon a player input. The gaming device also includes one or more termination variables, each defined by or divisible into a plurality of units, whereby a random generation device generates an amount of units upon a player input. The gaming device also includes a game termination limit of accumulated or lost termination units, whereby a player generates awards until accumulating or losing the termination limit of units.
    Type: Application
    Filed: September 28, 2001
    Publication date: April 3, 2003
    Inventors: Anthony J. Baerlocher, Dennis K. Mead, Bayard S. Webb, John G. Gilliland
  • Publication number: 20030013521
    Abstract: The invention relates to a method of allowing a player to participate in an uninterrupted session of gaming while ensuring compliance with a regulation promulgated by a taxing authority, the regulations requiring that jackpots over a threshold amount won during gaming be reported. Player-related information adequate to comply with the regulation is stored prior to playing an uninterrupted session. When a reportable jackpot is won, jackpot-related information is stored such that it can be associated with the proper player-related information. The storage of jackpot-related information can be performed without any significant interruption in play. Thus, the invention avoids an extended “lock-up” period common in a conventional gaming system for recording of jackpot information whenever a significant jackpot is won.
    Type: Application
    Filed: July 12, 2001
    Publication date: January 16, 2003
    Inventors: Lawrence C. Cole, Wayne W. Walkwitz, Paul C. McLaughlin
  • Patent number: 6503146
    Abstract: A method is disclosed for facilitating group play by a team of members associated with a casino slot club. The method includes the steps of identifying the team members, identifying a set of rules designated by the team for rewarding the team members when a payout is due to one of the team members, detecting a payout due to one of the team members, and rewarding the team members in accordance with the set of rules.
    Type: Grant
    Filed: February 26, 2001
    Date of Patent: January 7, 2003
    Assignee: Walker Digital, LLC
    Inventors: Jay S. Walker, James A. Jorasch, Magdalena Mik, Jason Krantz
  • Patent number: 6488580
    Abstract: The invention provides a method and apparatus for gaming. The method includes receiving a betting level; calculating a required score using a list of scores corresponding to the betting level and a house advantage; and using the required score as a score to be attained in a game of at least partial skill. The system includes a central server; at least one casino server connected to the central server via a communications link; and a gaming machine coupled to the casino server. At least one of the central server and the casino server are configured to: receive a betting level; calculate a required score using a list of scores corresponding to the betting level and a house advantage; and use the required score as a score to be attained in a game of at least partial skill.
    Type: Grant
    Filed: January 11, 2000
    Date of Patent: December 3, 2002
    Assignee: Skill Safari, LLC
    Inventor: Robert W. Robb
  • Patent number: 6485367
    Abstract: A self-learning gaming machine comprises a game of chance executed by a processor in response to a wager. The game includes a plurality of symbol-bearing indicia and an adjustable parameter. The adjustable parameter is adjusted by the processor for future plays of the game based on a player's selections affecting outcomes of at least one previous plays. During the previous play, the player's selection is made after the plurality of symbol-bearing indicia are displayed.
    Type: Grant
    Filed: July 27, 2001
    Date of Patent: November 26, 2002
    Assignee: WMS Gaming Inc.
    Inventor: Shridhar P. Joshi
  • Patent number: 6482092
    Abstract: An image-display game system which can attract players to play a game for a long time can be implemented by presenting helping data of a0 to a63, and b1 to b5 beneficial in the course of a game to friends, and accordingly communications accompanying therewith can be stimulated and activated thereamong, and the game can be effectively utilized as a communications tool. Such image-display game system is structured such that the player' ID data IDn is communicable or exchangeable therein. With the other player's ID received, items beneficial in the course of the game or helping data of 10 to 163, and b1 to b5 is generated based on the ID data, and is presented to the player. As a result, exchanging of the ID data IDn is activated among the players. The items presented based on the ID data IDn are determined by operating the ID data using an equation in FIG. 17, which is based on a predetermined rule or in an operation processing by combining the ID data IDn and a random number R.
    Type: Grant
    Filed: May 30, 2000
    Date of Patent: November 19, 2002
    Assignees: Nintendo Co., Ltd., Game Freak Inc., Creatures, Inc.
    Inventors: Satoshi Tajiri, Tsunekazu Ishihara
  • Patent number: 6475089
    Abstract: The game system 1 comprises a plurality of game devices 2a, 2b, . . . , a host computer 3 for implementing respective processing, and communication lines 4a, 4b, . . . , 5a, 5b, . . . to connect the game devices and the host information processing means. When there is a request for a game, the game device 2a is connected with the host computer 3 in order to provide such request to the host computer 3 and to receive opponent information from the host computer 3. Furthermore, the operation above is also implemented between the game device 2b and the host computer 3. After obtaining opponent information, the game devices 2a and 2b cut off the communication line 4a connected with the host computer 4, and a competition-type game is implemented between the game devices 2a and 2b by way of a communication line 5a.
    Type: Grant
    Filed: September 29, 1999
    Date of Patent: November 5, 2002
    Assignee: Kabushiki Kaisha Sega Enterprises
    Inventor: Hiroyasu Lee
  • Patent number: 6468162
    Abstract: A game machine and information storage medium is provided which realizes the collection of character information and smooth play of a network game by utilizing a portable device that stores information. When the portable device is inserted into a game machine, character information is randomly selected and written into the portable device, or character information in the portable device is printed. Furthermore, character information not still stored in the portable device may be written into the same. Based on a combination of stored character information or personal information of a player, the character information is selected. A player can play an accessory game during the writing/printing time. The character information written or printed may vary depending on the result of the game. An arcade game machine may connect to a network and information can be transferred between the arcade game machine and a domestic game machine utilizing the portable device.
    Type: Grant
    Filed: November 23, 1999
    Date of Patent: October 22, 2002
    Assignee: Namco Ltd.
    Inventor: Takashi Nakamura
  • Patent number: 6468155
    Abstract: Systems and methods are provided to facilitate games of skill for prizes played via a communication network. According to one embodiment, a potential game to be played at a remote player device via a communication network is determined. The potential game is evaluated to estimate an amount of player skill required to play the potential game, the evaluation being performed based on a sample of player performance information. The potential game is also evaluated to determine an ability of an automated game playing device to play the potential game. The potential game is modified if (i) the amount of player skill required is unacceptable or (ii) the ability of the automated game playing device is unacceptable.
    Type: Grant
    Filed: May 8, 2001
    Date of Patent: October 22, 2002
    Assignee: Skillgames, Inc.
    Inventors: David F. Zucker, Norman L. Merritt, Jr., Leigh Zarelli, R. Montrose Graham, Mark L. Kirschner, Sarah F. Davies, V. Maximillian Garcia, Eric Berlin, William B. Feehan, Richard Mass, Derek J. Murphy
  • Patent number: 6461239
    Abstract: The music action game machine comprises: a main body; an operation input device disposed on a front side of the main body so as to be adjacent to hands of a player facing the front side of the main body, the operation input device having a plurality of operation members; a storage device for storing data of a musical composition and data of a performance procedure associated with the musical composition; a music play device for playing the musical composition based on the data stored in the storage device; an operation instructing device for giving the player a visual instruction to operate the operation members in accordance with progress of a play of the musical composition based on the data stored in the storage device; an effect producing device for producing a performance effect in response to a performance operation performed by the player to each of the operation members; an estimation device for estimating the performance operation of the player based on a relationship between the performance procedur
    Type: Grant
    Filed: November 8, 2000
    Date of Patent: October 8, 2002
    Assignee: Konami Co., Ltd.
    Inventors: Yuichiro Sagawa, Kiyoshi Mizuki, Hideki Hashimoto
  • Patent number: 6439998
    Abstract: The present invention has an object to permit change the progressing rate of time during a battle period in response to the skill and experience of the player in a game apparatus. The controller unit, upon detection of start of a battle between characters, changes the progressing rate of time during the battle period, from the progressing rate of time during a non-battle period in response to any of a plurality of pieces of rate information previously prepared for regulating the progressing rate of time during the battle period. The controller unit, the audio process unit and the graphics process unit adjust the executing timing of the character in response to the changed progressing rate of time during the battle period. As a result, when the progressing rate of time during the battle period is changed, it is possible to cause the character to execute an action in response to such a change.
    Type: Grant
    Filed: February 8, 2000
    Date of Patent: August 27, 2002
    Assignee: Square Co., Ltd.
    Inventor: Hiroyuki Itou
  • Publication number: 20020103021
    Abstract: A player makes a wager and a starting video poker hand is displayed to the player. The gaming machine calculates the highest expected value for the five card hand displayed. The gaming machine then calculates the expected value of the hand as played by the player. The difference between the highest expected value and the player expected value is also calculated and multiplied by the amount of the player's wager. The resultant amount is the error made by the player. The resultant amount may be returned to the player in a variety of ways, either directly or indirectly.
    Type: Application
    Filed: January 22, 2002
    Publication date: August 1, 2002
    Inventors: Michael W. Wood, Terry L. Wilson
  • Patent number: 6425827
    Abstract: The objective of the present invention is to provide a game machine and an information storage medium that make it possible to intensify the dramatic effect of a game by the voices sounded by a character. The pitch, volume, or tone of each voice sounded by characters (20) and (22) is varied in accordance with a physical strength parameter, the remaining play time, the progressing degree through game stages, or a number of wins. The pitch and volume of a voice sounded by a character increase as an opponent's physical strength parameter becomes larger, the remaining play time decreases, the final game stage approaches, or the opponent's number of wins becomes larger. The pitch, volume, or tone of voices is varied after the remaining play time has reached a given value or a given game stage has been passed. The increase in pitch of a voice sounded by a character is a whole tone or less.
    Type: Grant
    Filed: February 2, 2000
    Date of Patent: July 30, 2002
    Assignee: Namco Ltd.
    Inventor: Shinobu Nimura
  • Patent number: 6425828
    Abstract: A method and a system for a distributed electronic tournament system in which many remotely located players participate in a tournament through input/output devices connected to a central controller which manages the tournament. The method includes the steps of (a) uniquely identifying a player communicating with the central controller via an associated input/output device; (b) responding to payment of an entry fee by the player for allowing the player to participate in a tournament occurring within a fixed time window via an associated input/output device; (c) accessing a database to store in the database player information that is generated as the player participates in the tournament, such information being available for use in a subsequent tournament, which is administered by said controller and in which the player participates; and (d) awarding the player a prize for achieving a preestablished performance level in the tournament.
    Type: Grant
    Filed: January 24, 2001
    Date of Patent: July 30, 2002
    Assignee: Walker Digital, LLC
    Inventors: Jay S. Walker, James A. Jorasch
  • Publication number: 20020090991
    Abstract: The invention provides a method and apparatus for gaming. The method includes receiving a betting level; calculating a required score using a list of scores corresponding to the betting level and a house advantage; and using the required score as a score to be attained in a game of at least partial skill. The system includes a central server; at least one casino server connected to the central server via a communications link; and a gaming machine coupled to the casino server. At least one of the central server and the casino server are configured to: receive a betting level; calculate a required score using a list of scores corresponding to the betting level and a house advantage; and use the required score as a score to be attained in a game of at least partial skill.
    Type: Application
    Filed: January 25, 2002
    Publication date: July 11, 2002
    Inventor: Robert W. Robb
  • Patent number: 6402619
    Abstract: When judging the results of the action of a game character in accordance with the skill of the input technique of a player, operations that are to be input by the player are specified as a task operation, which is displayed on a screen for a prescribed period of time and then erased, whereupon an input operation from the player is received and the results of the action of the game character are judged on the basis of the task operation and the input operation.
    Type: Grant
    Filed: February 22, 2000
    Date of Patent: June 11, 2002
    Assignee: Konami Co., Ltd.
    Inventor: Masahiro Sato
  • Patent number: 6402152
    Abstract: A collectible element suitable for use in an educational game having a plurality of collectible elements each having a frequency of occurrence related to the number of occurrences of the collectible element with respect to the number of occurrences of other collectible elements of the plurality of collectible elements is disclosed. The collectible element includes an indicia of the frequency of occurrence of the collectible element disposed upon the collectible element. The collectible elements can be cards and a player of a card game can obtain credit in accordance with the frequency of occurrence including in accordance with skill. Furthermore, the collectible element can set forth a character and a player of the game can obtain credit in accordance with skill in identifying the character. The frequency of occurrence of a collectible element is related to the amount of skill required to identify the character set forth on the collectible element.
    Type: Grant
    Filed: September 20, 1999
    Date of Patent: June 11, 2002
    Inventor: Robert Kutzik
  • Patent number: 6398650
    Abstract: A game system in which a plurality of characters are each respectively made to act in dependence on a schedule prescribed in correspondence to a time of a game, at a time point the game has progressed to an end point of a loop range, if a predetermined progress permission condition is met, there is permitted progress of the game ahead of the loop range. If the progress permission condition is not met, the time on the game is made to a start point of the loop range. At this time, exceptional information as part including information associated with an experience on the game by a character as an operation object is maintained in a state attained at the end point of the range, having other information restored in a state corresponding to a start point.
    Type: Grant
    Filed: March 2, 2000
    Date of Patent: June 4, 2002
    Assignee: Konami Computer Entertainment Japan, Inc.
    Inventors: Atsushi Horigami, Shinji Morimitsu, Tomohiro Maeyama, Yasushi Sakano, Jun Nishizawa
  • Patent number: 6394904
    Abstract: An entertainment and/or training system providing a game-type system having two controllers, where the controllers have generally redundant controls. The controls can be limited on at least one of the controllers so as to provide one player with a simplified game to play. The person on the other controller then can act as a teacher, exclusively receiving some player input and exclusively providing some player output, so as to simplify the student's playing experience.
    Type: Grant
    Filed: May 12, 2000
    Date of Patent: May 28, 2002
    Assignee: Twentieth Century Fox Film
    Inventor: David Stalker
  • Patent number: 6379253
    Abstract: A game device which plays a game in which a player manipulates a character compelled to live in an uninhibited island alone, and through the game, the player experiences virtual actions relating to a matter of life and death to acquire knowledge to survive. The player instructs the character in the game to create a new tool to get the food and to eat the food. A state of health of the character varies similarly to the real world, according to whether the character eats the food or not and how the character eats it.
    Type: Grant
    Filed: April 20, 2000
    Date of Patent: April 30, 2002
    Assignee: Konami Co., Ltd.
    Inventor: Hidenori Nishioka
  • Patent number: 6379247
    Abstract: A method and system for rewarding complimentary rewards, such as frequent flyer miles, are disclosed. The system includes a plurality of reward counters and a controller coupled thereto. Each reward counter includes an input device capable of receiving input from the dealer to register the complimentary reward. The controller, which is coupled to the reward counters, includes a memory device for storing reward information received from the reward counters. Such reward information includes, in alternate embodiments, the number of the gaming table where the reward is made, the dealer identification number, the date of the reward, the player's player identification number, and the quantity of reward points, such as the number of frequent flyer miles. A method for receiving complimentary rewards and an apparatus for tracking such rewards are also disclosed.
    Type: Grant
    Filed: July 7, 1997
    Date of Patent: April 30, 2002
    Assignee: Walker Digital, LLC
    Inventors: Jay S. Walker, James A. Jorasch
  • Patent number: 6379244
    Abstract: The music action game machine comprises: a main body; an operation input device disposed on a front side of the main body so as to be adjacent to hands of a player facing the front side of the main body, the operation input device having a plurality of operation members; a storage device for storing data of a musical composition and data of a performance procedure associated with the musical composition; a music play device for playing the musical composition based on the data stored in the storage device; an operation instructing device for giving the player a visual instruction to operate the operation members in accordance with progress of a play of the musical composition based on the data stored in the storage device; an effect producing device for producing a performance effect in response to a performance operation performed by the player to each of the operation members; an estimation device for estimating the performance operation of the player based on a relationship between the performance procedur
    Type: Grant
    Filed: September 14, 1998
    Date of Patent: April 30, 2002
    Assignee: Konami Co., Ltd.
    Inventors: Yuichiro Sagawa, Kiyoshi Mizuki, Hideki Hashimoto
  • Publication number: 20020042296
    Abstract: A method of operating slot machines permits a machine to be identified as available for team play. Upon being identified for team play, the machine is grouped with other slot machines and subject to bonus conditions dependent on the team play. Bonus conditions typically including selected bonus outcomes and a bonus time period, during which bonus time period all outcomes of the grouped machines are monitored to determine the total bonus outcomes. If the total bonus outcomes of the team meet the bonus conditions within the bonus time period, then a bonus payout is awarded to all of the players. Players are thus encouraged to participate in a social, team environment with others of the team to win the group bonus. The invention is applicable to all slot machines, including video poker machines wherein the bonus outcomes include selected video poker hand ranks, and reeled slot machines wherein the bonus outcomes include selected reel outcomes.
    Type: Application
    Filed: October 23, 2001
    Publication date: April 11, 2002
    Inventors: Jay S. Walker, James A. Jorasch, Magdalena Mik
  • Patent number: 6368111
    Abstract: A system and method is disclosed for interactively simulating and discouraging drug taking behavior, in which a simulated ingestion of drugs provides an initial enhanced sensation of movement and sound, and apparent enhanced player performance. After a determined time, the effect wears off, the player must take time to obtain and take another dose. The scenario is repeated, but with each repetition, tolerance to the drug grows, the “highs” are shorter, and a growing percentage of the player's time must be devoted to obtaining and taking the drugs. A series of repetitions turns initial elation into frustration and strongly discourages drug use. The invention is illustrated by an implementation in the form of a modified multimedia motorcycle racing game.
    Type: Grant
    Filed: June 23, 1998
    Date of Patent: April 9, 2002
    Inventor: Juan Legarda
  • Patent number: 6366288
    Abstract: In an image display device, a ROM contains a plurality of image data indicative of the actions of an animal character. A RAM includes a plurality of action level registers each stores for each of which image data the state of inputs given to select and display the image data. The user gives a command corresponding to a respective image of an animal character to select and display the action of the animal character optionally. When a random number corresponding to the command is generated, image data which does not correspond to the input command can be displayed. If the generated random number has a particular value, the value of an action level register for the image data corresponding to the command is updated. Such operation is iterated and thus the value of the action level register is updated.
    Type: Grant
    Filed: March 22, 2000
    Date of Patent: April 2, 2002
    Assignee: Casio Computer Co., Ltd.
    Inventors: Yukio Naruki, Hiromi Okabe
  • Patent number: 6361437
    Abstract: A method and system for remote play of a gaming device, such as a slot machine. A player enters play preferences at a remote wagering terminal. The remote wagering terminal transmits the play preferences to a slot network server that stores the play preferences. Based upon the play preferences, the slot network server identifies one or more slot machines and transmits outcome data from those slot machines to the remote wagering terminal. The outcome data may be live or historical. In one embodiment of the present invention, the slot network service generates simulated outcome data to the remote wagering terminal. The slot network server keeps track of the player's wins and losses based upon the outcome data.
    Type: Grant
    Filed: September 22, 1999
    Date of Patent: March 26, 2002
    Assignee: Walker Digital, LLC
    Inventors: Jay S. Walker, James A. Jorasch, Thomas M. Sparico