Simulated Court Game Or Athletic Event (e.g., Soccer, Basketball, Etc.) Patents (Class 463/4)
  • Publication number: 20070167202
    Abstract: A modular system for the display of medals or medallions with neck ribbons or chains. The invention comprises a primary and a secondary embodiment wherein the primary embodiment depicts a tower system, and the secondary embodiment depicting and wall mount system, which both utilize the ribbon attachment methods of the present invention. Each embodiment utilizes: one or more modular boxes, which can be stacked where medals can be displayed on the outside vertical faces of each exterior box face, a top portion to enclose the upper module, and a base to provide seating and elevation of the modules. The ribbons are attached individually on the upper interior side portion of the box by means of ribbon-clamping devices, which permit easy positioning and attachment. The unused length of ribbon is concealed within the box cavity. A lighted mechanical rotating base is also described.
    Type: Application
    Filed: October 31, 2006
    Publication date: July 19, 2007
    Inventor: Francois Belzile
  • Patent number: 7199794
    Abstract: The present invention provides a picture processing device capable of realizing the detailed shape and pattern of a display object which is far away from a viewpoint and which attracts a game player's attention. For example, a display object (or player) in a soccer game is composed of a small number of polygons to be displayed on a CRT-type display, etc. when the display object is far away from the viewpoint (or camera position). However, even if the player is at a far position, the player will attract the game player's attention when a ball is passed to the player. If the number of polygons composing the player is small in such a situation, the game player will gain an unnatural impression. For example, assuming that a ball rolls to a certain player and this player obtains priority, a priority mark will be displayed above the player's head. Then, it is determined whether or not the player with the priority mark is close to a certain viewpoint.
    Type: Grant
    Filed: October 2, 2002
    Date of Patent: April 3, 2007
    Assignee: Kabushiki Kaisha Sega Enterprises
    Inventors: Satoshi Mifune, Masaki Yamashita
  • Patent number: 7170508
    Abstract: When a player instructs a movement of a player character from an input device, a control section obtains a position of the player character during a current frame period. The control section obtains a distance between the position of the player character during the current period and a position of a view point of a virtual camera during a previous frame period. If the obtained distance is less than a predetermined critical near distance, the control section moves the position of the view point away from the player character. If the obtained distance exceeds a critical far distance, the control section moves the position of the view point towards the player character. If the obtained distance is in the range between the critical near distance and the critical far distance, the control section does not move the position of the view point.
    Type: Grant
    Filed: November 14, 2002
    Date of Patent: January 30, 2007
    Assignee: Kabushiki Kaisha Square Enix
    Inventors: Koji Ohno, Yoshiyuki Miyagawa
  • Patent number: 7122751
    Abstract: A platform of the type holding a plurality of normally-open electric switches in position for activation of a selected individual switch by application of a force in a direction normal to a surface of the switch by a portion of a human body. An exemplary platform according to the invention forms a dance platform on which a user steps to activate switches in accordance with instructions viewed on a video display device. A joining structure may by used to hold two platforms in a side-by-side competition arrangement. A security vault may be affixed to structure associated with platform to resist theft of a commercially available game controller adapted to operate the video display and to receive switch input from a platform. Certain aspects of the invention include one or more, typically inert, practice platforms structured to represent the user interface surface of an activatable platform. A method for using a system of active and inert platforms is also disclosed.
    Type: Grant
    Filed: June 29, 2004
    Date of Patent: October 17, 2006
    Assignee: Cobalt Flux
    Inventors: Ladd Anderson, Matthew L. Anderson, Tyson C. Anderson, Enoch J. Blatnick, Brian J. Foley
  • Patent number: 7063616
    Abstract: A user is able to play a game with a more realistic sensation of being an actual player. In a video game device main unit 1, a button press detecting section 103 detects the force with which buttons on a controller 5 are depressed, and a left stick operation detecting section 105 detects the speed at which an analogue stick on the controller 5 is inclined, and the angular speed at which the analogue stick is rotated. A ball path of travel setting section 104 sets the speed and path of travel of the ball, or the like, according to the force detected by the button press detecting section 103, and the speed and angular speed detected by the left stick operation detecting section 105.
    Type: Grant
    Filed: May 18, 2001
    Date of Patent: June 20, 2006
    Assignee: Konami Corporation
    Inventor: Koji Kuri
  • Patent number: 7059963
    Abstract: A program has routines S3, S4 of computing an attack form AP of a first character 22 on the basis of an instruction by a player, a routine S4 of computing and displaying an attack probability AR according to the instruction of the attack position by the player, a routine of automatically proceeding a game after the attack form is computed and set, and routines S5, S6, S13, S14 of controlling to display an attack action and a defense action of a ball by the first and the second characters with a series of pictures in the routines. After the player instructs the attack form, the attack action and the defense action of the ball are displayed with a series of pictures. The player can concentrate on the instruction action of the attack form, and can enjoy a brain play.
    Type: Grant
    Filed: September 12, 2002
    Date of Patent: June 13, 2006
    Assignee: Konami Corporation
    Inventors: Noriaki Okamura, Shigemitsu Takamiya
  • Patent number: 7022014
    Abstract: An object of the present invention is to realize a baseball game in an environment that is difficult to achieve with game-dedicated devices and the joystick used in such devices. When the mouse 22 is moved toward region A, the position (height) of the bat character is raised from the current position. When the mouse 22 is moved toward region B, the position (height) of the bat character is lowered from the current position. When the mouse 22 is moved toward region C, the direction of the bunt is moved toward the left side from the current direction. When the mouse 22 is moved toward region D, the direction of the bunt is moved toward the right side from the current direction.
    Type: Grant
    Filed: January 23, 2002
    Date of Patent: April 4, 2006
    Assignee: Konami Computer Entertainment Osaka, Inc.
    Inventors: Kazuhiro Namba, Tatsuya Ishikawa, Hidehisa Takahashi
  • Patent number: 7014562
    Abstract: An after-image of a ball is displayed on traces of the ball so that each gamer recognizes in which direction and at which speed the shot ball flies. A real ball 30 really exists in a virtual space on a screen and flies from the left to the right in the figure. After-images 311 to 314 of the real ball 30 are displayed at the back of the real ball 30. The after-image 312 is displayed at a position of the real ball 30 before one interval (corresponding to 1/60 sec), the after-image 312 is displayed at a position of the real ball 30 before two intervals, the after-image 313 is displayed at a position of the real ball 30 before three intervals, and the after-image 314 is displayed at a position of the real ball 30 before four intervals. As the after-image is more apart from the real ball 30, the degree of transparency is higher.
    Type: Grant
    Filed: December 1, 2000
    Date of Patent: March 21, 2006
    Assignee: Namco Ltd.
    Inventor: Keisuke Nishimura
  • Patent number: 6980113
    Abstract: A wireless scoreboard display system, including at least two scoreboard displays, two controllers, a spread spectrum radio receiver in each scoreboard display, and a spread spectrum radio transmitter in each controller. Software controls the selection of a transmitting channel while a combination of hardware and software is used in the selection of a receiving channel.
    Type: Grant
    Filed: March 7, 2003
    Date of Patent: December 27, 2005
    Assignee: Daktronics, Inc.
    Inventor: Randy S. Uehran
  • Patent number: 6962527
    Abstract: A game progress control program, game progress control method, and video game device, which reflect the player strategy in the video game and have excellent game properties, are provided. A procedure storage unit 51 stores a plurality of operation procedures of a controller 19; an operation reception unit 401 receives operations from the controller 19 performed within a prescribed time interval; an operation decision unit 402 selects one operation procedure from among operation procedures stored in the procedure storage unit 51 as an operation procedure equivalent to operations from the controller 19; a time calculation unit 404 calculates the holding time over which the final operation performed in the operation procedure selected by the operation decision unit 402 is held; and a point-awarding unit 406 awards points based on the decision result of the operation decision unit 402 and the holding time.
    Type: Grant
    Filed: October 2, 2002
    Date of Patent: November 8, 2005
    Assignee: Konami Computer Entertainment
    Inventor: Kenji Baba
  • Patent number: 6923717
    Abstract: A method for controlling game play for use in a video game, wherein a plurality of possible animated actions can be taken by a game character in response to an input from a user provided through a game controller. The method includes: detecting user input from the game controller requesting an animated action by the player; reading an adrenaline value from a control element on the controller indicating a level of aggression desired by the user for the animated action; selecting an animated action from the plurality of possible animated actions based at least in part on the adrenaline value; and performing the selected animated action.
    Type: Grant
    Filed: September 24, 2001
    Date of Patent: August 2, 2005
    Assignee: Nintendo of America Inc.
    Inventors: Umrao Mayer, Bob Baker, John Brandwood, Mike Knauer, Colin Palmer
  • Patent number: 6909420
    Abstract: A system for transforming the movements of at least one joint of a user into control signals for a computer. The system includes a sleeve for putting on over the joint and a movement sensor fixed to the sleeve for the sensor to be placed and held in the hollow of the joint. The sensor is an on/off sensor that is directly subject to the movements of the sleeve in the hollow of the joint.
    Type: Grant
    Filed: December 2, 1999
    Date of Patent: June 21, 2005
    Inventors: Frédéric Nicolas, Fabien Hermand, Jean Bonnard
  • Publication number: 20040259616
    Abstract: A game performing method for executing a given game by controlling movements of characters constituting a character group in a game space and by generating an image of the game space, has: setting a plurality of sample points in the game space; calculating positions of the respective characters after a prescribed time when the characters keeps a present moving situation; calculating arrival times of the characters up to the set sample points from the calculated positions as starting points; recognizing areas pertaining to power of the character group on the calculated arrival times of the characters up to the respective sample points; and controlling the movements of the characters on positions and/or magnitudes of the recognized areas in the game space.
    Type: Application
    Filed: April 16, 2004
    Publication date: December 23, 2004
    Applicant: NAMCO LTD.
    Inventor: Yoshiaki Hirai
  • Publication number: 20040248631
    Abstract: A game executing method for making a computer device execute a given game by generating an image of a game space, and for analyzing and outputting a power distribution of a character group in the game space, the character group including a plurality of characters movable in the game space, has: setting a plurality of sample points in the game space; calculating a position of each character at a time that each character has maintained a current moving condition for a predetermined time period; calculating an arrival time needed for each character to arrive at each set sample point from the calculated position as a starting point; calculating the power distribution of the character group based on the calculated arrival time of each character to each sample point; and outputting a geographical power state of the game space based on the calculated power distribution according to a predetermined output method.
    Type: Application
    Filed: April 16, 2004
    Publication date: December 9, 2004
    Applicant: NAMCO LTD.
    Inventor: Yoshiaki Hirai
  • Publication number: 20040248632
    Abstract: Accurate simulation of sport to quantify and train performance constructs by employing sensing electronics for determining, in essentially real time, the player's three dimensional positional changes in three or more degrees of freedom (three dimensions); and computer controlled sport specific cuing that evokes or prompts sport specific responses from the player that are measured to provide meaningful indicia of performance. The sport specific cuing is characterized as a virtual opponent that is responsive to, and interactive with, the player in real time. The virtual opponent continually delivers and/or responds to stimuli to create realistic movement challenges for the player.
    Type: Application
    Filed: July 9, 2004
    Publication date: December 9, 2004
    Inventors: Barry J. French, Kevin R. Ferguson
  • Publication number: 20040204211
    Abstract: A game device for adjusting the progress rate of simulation with the use of a conventional program module for environmental processing is provided. In the game device, a microprocessor (14) selectively performs, in accordance with a game operation provided by a player of a game, either a process for producing environment information which is a basis for a game image of the subsequent predetermined update cycle, and producing a main game image based on the environment information, or a process for repeatedly producing the environment information plural times, and producing a sub game image based on the last produced environment information among the information produced plural times in a shorter time than the main game image.
    Type: Application
    Filed: March 18, 2004
    Publication date: October 14, 2004
    Applicants: KONAMI COMPUTER ENTERTAINMENT TOKYO, INC., KONAMI CORPORATION
    Inventor: Eiji Suzuki
  • Publication number: 20040157654
    Abstract: An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.
    Type: Application
    Filed: March 31, 2004
    Publication date: August 12, 2004
    Inventors: Hiroshi Kataoka, Hiroshi Masui, Yusuke shimizu, Takeshi Maruyama, Masayuki Ao
  • Patent number: 6755745
    Abstract: By using a unique display control technique, game images are provided, in which characters can be displayed in different poses with a limited-capacity memory area. Both image data corresponding to each of a plurality of blocks obtained by dividing a character to be displayed in a game image and further image data for representing different pictures in connection with at least part of the blocks are prepared. And the display pose of the character displayed in the game image is changed by switching a combination of the prepared image data. By way of example, color of at least part of the character displayed in the game image is changed on the basis of the combination of the same image data, thereby representing a plurality of types of characters. The color within the block mapped uppermost in the game image among the blocks constituting the character is kept unchanged regardless of changing of the color with respect to the remaining blocks.
    Type: Grant
    Filed: June 1, 1999
    Date of Patent: June 29, 2004
    Assignee: Konami Co., Ltd.
    Inventors: Takeshi Seto, Kuniharu Suzuki
  • Publication number: 20040110552
    Abstract: A fantasy sports game for a plurality of participants representing sports teams each wishing to form a fantasy sports team made up of actual athletes, and each operating a participant terminal operable to act as a client on a network, the system comprising: a host controller, the host controller comprising a computer operable to act as a server on the network and to communicate with the participant terminals over the network; and data storage accessible to the host controller.
    Type: Application
    Filed: December 9, 2002
    Publication date: June 10, 2004
    Inventor: George Del Prado
  • Patent number: 6722977
    Abstract: A system and method for promoting and dispensing collector's cards to a plurality of users. The system includes a microprocessor connected to a currency acceptor, a collector's card dispenser, and a game piece dispenser. When currency is inserted into the currency acceptor, the microprocessor registers the signal provided by the currency acceptor and directs the collector's card dispenser to distribute at least one collector's card according to the amount of currency entered. As a promotion to encourage the sale of the collector's cards, the system also dispenses a game piece simultaneously with the collector's card, that allows the user to play a game of chance.
    Type: Grant
    Filed: September 17, 1999
    Date of Patent: April 20, 2004
    Inventor: Keith Heflin
  • Publication number: 20040063479
    Abstract: In order to output event content of a related match during execution of a main match, there is provided a virtual start time decider for deciding virtual start times for a plurality of matches, a related match selector for selecting, from the plurality of matches, at least one match, taking place at least partially at the same time as a main match a player's team is taking part in, as one or more matches related to the main match based on virtual start times for each match, a related match simulator for simulating the related matches, event storage unit for storing event time and event content for prescribed types of events occurring in the related matches, a main match executor for executing the main match, an event time arrival monitor for monitoring for arrival of the event time stored by the event storage unit during execution of the main match, and an event content output unit for outputting event content corresponding to the event time when it is determined that the event time has arrived during executi
    Type: Application
    Filed: September 26, 2003
    Publication date: April 1, 2004
    Applicant: KONAMI CORPORATION, KONAMI COMPUTER ENTERTAINMENT TOKYO, INC.
    Inventor: Seitaro Kimura
  • Patent number: 6705945
    Abstract: Providing game information via character in a game environment comprises monitoring a position of a character in the game environment, providing visual information to the user based on the position of the character in the game environment, the visual information being presented as a modification of the character, and providing audio information to the user based on the position of the character in the game environment, the audio information being presented as statements from another character. A visual information module visually provides game information to the user within the context of the game environment and an audio information module audibly provides game information to the user within the context of the game environment.
    Type: Grant
    Filed: October 9, 2002
    Date of Patent: March 16, 2004
    Assignee: Sony Computer Entertainment America Inc.
    Inventors: Andrew Scott Gavin, Evan Lindsay Wells
  • Patent number: 6679774
    Abstract: A character is trained to have abilities and characteristics desired by the player, on a probability basis, without significantly reflecting the level of game playing skill of the player. A main character and game images are displayed on a monitor, and a main character is caused to move to various battle fronts by commands from an operating section. Training for increasing various ability values is performed by executing prescribed tasks. A ROM cassette stores scene images, actions for each scene, and abilities, in accordance with the success or failure of action results. The character can implement actions with a prescribed success probability, according to one specified scene. Plus or minus points are applied to the corresponding ability values in accordance with the success or failure of the action result, and actions are implemented at each one of successively selected scenes until a game time period has been cleared.
    Type: Grant
    Filed: March 7, 2001
    Date of Patent: January 20, 2004
    Assignee: KCEO Inc.
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Patent number: 6626756
    Abstract: A player inputs the first and second instructions utilizing an input device, to move an object toward a target in a virtual field. A power for moving the object is displayed by a graph and a cursor within a range not exceeding the maximum power value. The cursor moves according to lapsed time after the first instruction detection, to make an optical transmission of change in power to the player. When the second instruction is given, the power is determined based on lapsed time from the first instruction detection to the second instruction detection. The object moves based on the determined movement power in the virtual field. When the player inputs change instruction in the maximum movement power value with the use of the input device, the above-mentioned maximum movement power value is changed and the movement power for moving the object is determined within the range, which does not exceed the maximum movement power value as changed.
    Type: Grant
    Filed: December 26, 2000
    Date of Patent: September 30, 2003
    Assignee: Konami Corporation
    Inventor: Norihide Sugimoto
  • Patent number: 6606104
    Abstract: A video game device in which a competition is developed between a main character and an enemy character by giving instructions to move the main character operated by an operation unit in a game space displayed on a display screen. The video game device comprises: a character processing unit for displaying an area mark belonging to one of the main character and the enemy character and having a specified size, a judging unit for judging whether the other character has continued to be inside the area mark for a predetermined time, and a game result output unit for obtaining a result of the competition when the other character continued to be inside the area mark for the predetermined time.
    Type: Grant
    Filed: May 12, 2000
    Date of Patent: August 12, 2003
    Assignee: Konami Co., Ltd.
    Inventors: Tetsuya Kondo, Eiji Nakagawa
  • Publication number: 20030109295
    Abstract: A game progress control program, game progress control method, and video game device, which reflect the player strategy in the video game and have excellent game properties, are provided. A procedure storage unit 51 stores a plurality of operation procedures of a controller 19; an operation reception unit 401 receives operations from the controller 19 performed within a prescribed time interval; an operation decision unit 402 selects one operation procedure from among operation procedures stored in the procedure storage unit 51 as an operation procedure equivalent to operations from the controller 19; a time calculation unit 404 calculates the holding time over which the final operation performed in the operation procedure selected by the operation decision unit 402 is held; and a point-awarding unit 406 awards points based on the decision result of the operation decision unit 402 and the holding time.
    Type: Application
    Filed: October 2, 2002
    Publication date: June 12, 2003
    Applicants: Konami Corporation, Konami Computer Entertainment
    Inventor: Kenji Baba
  • Patent number: 6558258
    Abstract: In a computer game, a game situation is analyzed using states of a plurality of game elements by determining a state for each of the plurality of game elements, generating a representation of a Voronoi diagram among the game elements, using at least some of the game elements as Voronoi sites and performing an analysis of the game situation using the Voronoi diagram. The analysis can be spatial analysis and/or tactical analysis to determine a move of a computer-controlled entity based on the tactical analysis. The game space might represent playing spaces for soccer, baseball or basketball. The state of a game element might include momentum, speed, and direction of travel, velocity and/or team association of the game element. For a soccer game analysis, multiple Voronoi diagrams might be generated and the analyses done using the multiple Voronoi diagrams.
    Type: Grant
    Filed: October 26, 2001
    Date of Patent: May 6, 2003
    Assignee: Electronic Arts, Inc.
    Inventors: Jason Rupert, Geoff Harrower
  • Publication number: 20030083117
    Abstract: In a computer game, a game situation is analyzed using states of a plurality of game elements by determining a state for each of the plurality of game elements, generating a representation of a Voronoi diagram among the game elements using at least some of the game elements as Voronoi sites and performing an analysis of the game situation using the Voronoi diagram. The analysis can be spatial analysis and/or tactical analysis to determine a move of a computer-controlled entity based on the tactical analysis. The game space might be a two-dimensional soccer field, wherein the game elements are players having associated teams. The game space might instead be a three-dimensional game space. The game space might represent playing spaces for soccer, baseball or basketball. The state of a game element might include momentum, speed, and direction of travel, velocity and/or team association of the game element.
    Type: Application
    Filed: October 26, 2001
    Publication date: May 1, 2003
    Applicant: Electronic Arts Inc.
    Inventors: Jason Rupert, Geoff Harrower
  • Patent number: 6554706
    Abstract: Methods of displaying and evaluating of a motion data in a motion game apparatus are disclosed. According to the present invention, the motion of a game player following the motion of a dancer can be tracked and evaluated in real time. To induce the correct motion out of the player, in addition to simply showing the animated dancing (or any other motion) character, a display method called the “sliding ghost” metaphor is proposed. Sliding ghosts refers to consecutive freeze frames of the motion data representing key postures of the motion. Also, for enhanced viewing of the motion data, the player can set the view point and key postures may be augmented, with short texts/audio display to further inform the player of the next/current dance (motion) segment to perform. The motion of the player is captured by tracking five specific positions of the player's body.
    Type: Grant
    Filed: June 15, 2001
    Date of Patent: April 29, 2003
    Inventors: Gerard Jounghyun Kim, Ungyeon Yang, Euijae Ahn
  • Publication number: 20030069052
    Abstract: A game screen display program, enabling a user to easily acquire knowledge of video game operation, is provided. A CPU 1 uses a graphic data generation processor 3 or similar to create user operation images depicting movement of a snowboarder character according to user operations accepted by a controller 19, reads from main memory 5 and reproduces operation explanation images which explain model operations to the user, and display the user operation images and operation explanation images simultaneously on a television monitor 21.
    Type: Application
    Filed: October 2, 2002
    Publication date: April 10, 2003
    Applicant: Konami Corporation
    Inventors: Makoto Higashiyama, Kentaro Nagayama
  • Patent number: 6530834
    Abstract: It is an object of the present invention to enable a user to play a more interesting and amusing game. This video game system receives specification of a training type for the main game character by means of a controller 5 and increases or decreases the values of a plurality of parameters that characterize the main character in correspondence with the specified training type. In this video game system, different average values are set for respective countries from which a country of citizenship is selected for the main character, and the user specifies the country of citizenship of the main character at the start of the game.
    Type: Grant
    Filed: May 14, 2001
    Date of Patent: March 11, 2003
    Assignee: Konami Corporation
    Inventor: Tetsuya Kondo
  • Patent number: 6527637
    Abstract: A game image representing an infield as a specific game image in a game space of a baseball game is displayed on a display surface of a monitor 5 as a reference game image. According to the position of a game medium character, for example, representing a baseball which serves as a game situation, the display of the reference game is switched to that of a combined game image. For example, if the ball flies in a direction toward an outfield (outfield direction), the outfield neighboring a partial game image displayed in the half of the display surface in the outfield direction within the reference game image is displayed as an adjacent game image instead of the partial game image. Accordingly, a game situation and a game progress can be easily grasped and a game operation can be more smoothly performed.
    Type: Grant
    Filed: December 13, 2000
    Date of Patent: March 4, 2003
    Assignee: Kceo Inc.
    Inventors: Kenji Fujioka, Hideto Inoue, Naoki Nishikawa, Hiroshi Miyaoka
  • Publication number: 20030036417
    Abstract: A soccer game apparatus includes a game processor, and the game processor allows at least a character of a soccer ball to be displayed on a television monitor screen. An signal outputting device is attached to a player's leg, and when the player moves the leg, an acceleration correlation signal correlated with an acceleration as of that time is output from the signal outputting device. Upon receipt of the acceleration correlation signal by an infrared signal, for example, the game processor causes a change to the character of the soccer ball displayed on the screen.
    Type: Application
    Filed: August 20, 2002
    Publication date: February 20, 2003
    Applicant: SSD COMPANY LIMITED
    Inventor: Hiromu Ueshima
  • Publication number: 20030032467
    Abstract: A method for controlling game play for use in a video game, wherein a plurality of possible animated actions can be taken by a game character in response to an input from a user provided through a game controller. The method includes: detecting user input from the game controller requesting an animated action by the player; reading an adrenaline value from a control element on the controller indicating a level of aggression desired by the user for the animated action; selecting an animated action from the plurality of possible animated actions based at least in part on the adrenaline value; and performing the selected animated action.
    Type: Application
    Filed: September 24, 2001
    Publication date: February 13, 2003
    Inventors: Umrao S. Mayer, Bob Baker, John Brandwood, Mike Knauer, Colin Palmer
  • Publication number: 20030027612
    Abstract: In a laser gun, a signal generating unit generates an emission permission signal in response to a shooting permission signal. A laser beam bullet emitting unit emits a laser beam bullet based on the emission permission signal generated by the signal generating unit in response to an operation of the trigger.
    Type: Application
    Filed: July 25, 2002
    Publication date: February 6, 2003
    Applicant: NEC Corporation
    Inventors: Hiroshi Watanabe, Tadashi Andoh
  • Publication number: 20030027613
    Abstract: In a laser gun, a signal generating unit generates an emission permission signal in response to a shooting permission signal. A laser beam bullet emitting unit emits a laser beam bullet based on the emission permission signal generated by the signal generating unit in response to an operation of the trigger.
    Type: Application
    Filed: July 25, 2002
    Publication date: February 6, 2003
    Applicant: NEC Corporation
    Inventors: Hiroyuki Hasebe, Makoto Oki
  • Patent number: 6503144
    Abstract: A computer readable program product stores a program of a ball-playing type game which can smoothly express the continuous action of a player before and after a player obtains a ball when throwing the ball in any direction in accordance with operation of the user in the ball-playing game. An input operation of the user is accepted before the fielder receives the ball, a series of motions up to the fielder catching the ball and throwing it is judged in response to any input operation, and the motion is used to change the display up until the catching and throwing before the fielder catches the ball.
    Type: Grant
    Filed: July 31, 2000
    Date of Patent: January 7, 2003
    Assignee: Square Co., Ltd.
    Inventors: Shiyu Rimoto, Tomoaki Yoshinobu
  • Patent number: 6500065
    Abstract: In a game device for use in displaying an image on a display device to play a video basketball game in response to an operation of a user, a shot image which takes a shot at a goal by a character is displayed on the display device while manipulation timing of the user is monitored to determine whether the shot succeeds or not. On the display device, a gauge is displayed which has a shot success zone and a movable cursor and which is used to determine whether the movable cursor is placed within the shot success zone at the manipulation timing. The gauge is helpful to determine success or failure of the shot.
    Type: Grant
    Filed: February 16, 2000
    Date of Patent: December 31, 2002
    Assignee: Konami Co., Ltd.
    Inventor: Masahiro Sato
  • Patent number: 6491582
    Abstract: A video game device comprises a storing unit for storing one or a plurality of character information (special capabilities, etc.) in the game, an injury event control unit for controlling injury events occuring during the game, a game interrupting control unit for interrupting the game in the event that an injury event occurs, and a game resuming control unit for resuming the game at the point that the injury event ends, so the game player can cause the play character on the screen to preform a simulation experience closer to actual playing. Thus, a video game device wherein the game player can cause a play character on the screen to perform a simulation experience in a manner closer to actually playing the sport can be provided.
    Type: Grant
    Filed: December 9, 1999
    Date of Patent: December 10, 2002
    Assignee: Kabushiki Kaisha Konami Computer Entertainment
    Inventors: Koji Toyohara, Hiroshi Tanibuchi, Koji Maeda, Fujitomo Narita
  • Publication number: 20020183104
    Abstract: A large “hit range in offense” is applied to a player character 41 on an offense side, and a small “hit range in defense” is applied to player characters 42 and 43 on a defense side. When a ball is free, a “normal hit range” is applied to each player character. As mentioned above, the three hit ranges having different sizes are provided and the applied hit ranges are switched depending on situations. Thus, as compared with a case in which the size of the hit range is constant, pass of the ball is easily successful. Therefore, a beginner, who is strange to a video game machine, can easily pass the ball when the player character in an opponent team steals the ball, and organized offense can be easily performed.
    Type: Application
    Filed: May 31, 2002
    Publication date: December 5, 2002
    Inventors: Junichi Takemoto, Norio Egashira
  • Patent number: 6482090
    Abstract: After a batter hits a ball, the height of the ball moving on a trajectory passing through present movement positions is judged. For example, future movement positions positioned on a time axis ahead of the present movement positions are indicated on the ground by elliptical marks. The peak of the height becomes a boundary, and in the rising process of the ball, the mark is displayed in, for example, a star shape and blue, and in the falling process of the ball, the mark is displayed in, for example, an elliptical shape and red. Therefore, enjoyment of operations by the combination of the operation support of a computer and the operation skill of the user himself can be obtained.
    Type: Grant
    Filed: September 27, 2000
    Date of Patent: November 19, 2002
    Assignee: Square Co., Ltd.
    Inventors: Shiyu Rimoto, Toshiaki Nagashima
  • Patent number: 6478678
    Abstract: After a batter hits a ball, the height of the ball moving on a trajectory passing through present movement positions is judged. For example, future movement positions positioned on a time axis ahead of the present movement positions are indicated on the ground by elliptical marks. The peak of the height becomes a boundary, and in a rising process of the ball, the mark is displayed in a first color, and in a falling process of the ball, the mark is displayed in a second color. Therefore, the enjoyment of operations by the combination of the operation support of a computer and the operation skill of the user himself can be obtained.
    Type: Grant
    Filed: September 27, 2000
    Date of Patent: November 12, 2002
    Assignee: Square Co., Inc.
    Inventors: Shiyu Rimoto, Toshiaki Nagashima
  • Patent number: 6471584
    Abstract: A simulation game machine relatively moves a virtual character displayed on a monitor in a game space in accordance with control by a player using an operation unit. The simulation game machine includes a pair of dummy skis, jump switches for instructing the character to initiate jumping, and a jump controller for controlling the character to jump in accordance with an instruction from the jump switches.
    Type: Grant
    Filed: June 15, 2000
    Date of Patent: October 29, 2002
    Assignee: Konami Co., Ltd.
    Inventors: Tetsuya Wada, Yasuyuki Nagatomo
  • Patent number: 6471585
    Abstract: Input of a manipulation by a user is accepted before a player receives the ball. Upon occurrence of input of a manipulation, motion of the player including catching and throwing of the ball is determined in response to the input of the manipulation. By using the motion, transitions of display is made from a state before a catch of the ball by the player to a throw of the ball.
    Type: Grant
    Filed: July 28, 2000
    Date of Patent: October 29, 2002
    Assignee: Square Co., Ltd.
    Inventors: Shiyu Rimoto, Tomoaki Yoshinobu
  • Patent number: 6431982
    Abstract: Using a game system, an operator performs a virtual play in which soccer player characters on a virtual field are divided into two teams that compete to handle a ball and to carry the ball into a rival-team goal. The system includes game progress control unit for repeatedly obtaining instructions inputted by the operator and for sequentially changing a game playing situation of the player characters by repeating calculation necessary for specifying the game playing situation based on the instructions; and display control unit for displaying, based on a calculated result by the game progress control unit, a play picture representing the game playing situation within a restricted area centered on a position of the ball in the field and a radar picture representing positions of the player characters in a range of the field wider than a range represented by the play picture in a manner reduced by a scale-down rate.
    Type: Grant
    Filed: October 21, 1998
    Date of Patent: August 13, 2002
    Assignee: Konami Co., Ltd.
    Inventor: Yukihiro Kobayashi
  • Publication number: 20020107059
    Abstract: The present invention comprises, a host computer having at least members of Participating players of actually played game inputted thereto, an archive system having the past actual data of the players concerning the game stored therein, a graphic system for forming a graphic image for each of players, and a program for proceeding the game.
    Type: Application
    Filed: February 5, 2001
    Publication date: August 8, 2002
    Inventor: Muneomi Katayama
  • Patent number: 6428411
    Abstract: A CPU determines the position of a ball in a virtual game space, and moves a viewpoint based on viewpoint data and the position of the ball. The CPU displays on a monitor TV a portion of a volleyball court in a visible range based on the viewpoint and the direction of an axis thereof. The CPU determines a landing position of the ball, displays a first cursor at the landing position, and displays a player character as it receives the ball when the distance between the player character and the first cursor becomes a predetermined distance before the ball reaches the landing position. When a served ball is received by a player character, the CPU selects a player character to make an attacking action. The CPU assigns a button to the selected player character. When the ball is set by a player character as a setter, the CPU assigns an attack button, and controls the selected player character to perform the attacking action in response to an input signal from the attack button.
    Type: Grant
    Filed: April 28, 1998
    Date of Patent: August 6, 2002
    Assignee: Konami Co., Ltd.
    Inventor: Kenji Togami
  • Publication number: 20020103016
    Abstract: An object of the present invention is to realize a baseball game in an environment that is difficult to achieve with game-dedicated devices and the joystick used in such devices. When the mouse 22 is moved toward region A, the position (height) of the bat character is raised from the current position. When the mouse 22 is moved toward region B, the position (height) of the bat character is lowered from the current position. When the mouse 22 is moved toward region C, the direction of the bunt is moved toward the left side from the current direction. When the mouse 22 is moved toward region D, the direction of the bunt is moved toward the right side from the current direction.
    Type: Application
    Filed: January 23, 2002
    Publication date: August 1, 2002
    Applicant: Konami Computer Entertainment Osaka, Inc.
    Inventors: Kazuhiro Namba, Tatsuya Ishikawa, Hidehisa Takahashi
  • Publication number: 20020094852
    Abstract: Erroneous input is prevented on the event of input of instructions by a game player, which instructions are likely to change according to the state of a game character's abilities, while providing the player with a firm grasp of the state of abilities of the character. In a competitive action game which mimics baseball, among the players operating two connected portable game devices, the player engaged in defense is prompted to select a pitch type for pitching from a pitcher character 450 to a batter character 460. Here pitching ability data is set such that the pitcher character 450 can pitch, as breaking pitches, a sinker, curveball, or slider, with a curve width of 3, 1 and 5, respectively; based on this pitching ability data, the icons 403, 404, 405 are displayed in the vicinity of the strike zone display 410.
    Type: Application
    Filed: December 27, 2001
    Publication date: July 18, 2002
    Applicant: Konami Computer Entertainment Osaka, Inc.
    Inventors: Kenji Fujioka, Naoki Nishikawa, Hideto Inoue, Hiroshi Miyaoka
  • Patent number: 6412780
    Abstract: A table game provides for realistic simulation of known athletes' performance in the context of a virtual game predicated upon the career statistics of those athletes, uses card carrying along one of their edges, space-proportioned zones representing the percentage of occurrence of each possible outcome of a player's move during that player's career. A random number generator drives a display of a series of individually selectable points or locations that are matched to one of the zones in order to determine the outcome of a virtual move. The game is particularly adapted to the simulation of baseball, cricket, basketball, or golf competitions.
    Type: Grant
    Filed: August 22, 2000
    Date of Patent: July 2, 2002
    Inventor: William K. Busch