A63F13/30

Game system, information processing apparatus, control method, and recording medium
09789397 · 2017-10-17 · ·

A game system executes a game that progresses in response to action commands issued on a plurality of electronic devices. When a first action command has been issued on a first electronic device, the system notifies a second electronic device, which is different from the first electronic device, of the issuance of the action command on the first electronic device. The system also sets a first time period until an action triggered by the first action command is reflected in the game, and after the elapse of the first time period from the time based on the first action command, reflects the action triggered by the first action command in the game executed by the second electronic device.

Game system, information processing apparatus, control method, and recording medium
09789397 · 2017-10-17 · ·

A game system executes a game that progresses in response to action commands issued on a plurality of electronic devices. When a first action command has been issued on a first electronic device, the system notifies a second electronic device, which is different from the first electronic device, of the issuance of the action command on the first electronic device. The system also sets a first time period until an action triggered by the first action command is reflected in the game, and after the elapse of the first time period from the time based on the first action command, reflects the action triggered by the first action command in the game executed by the second electronic device.

System and method for driving microtransactions in multiplayer video games

A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.

System and method for driving microtransactions in multiplayer video games

A system and method is provided that drives microtransactions in multiplayer video games. The system may include a microtransaction arrange matches to influence game-related purchases. For instance, the system may match a more expert/marquee player with a junior player to encourage the junior player to make game-related purchases of items possessed/used by the marquee player. A junior player may wish to emulate the marquee player by obtaining weapons or other items used by the marquee player.

Numerical operation system
11253790 · 2022-02-22 · ·

A numerical operation system for a plurality of individuals includes a contactless communication tag each included in a plurality of individuals, a reader allowed to read the contactless communication tag, and a control unit to which a result read by the reader is input, wherein the control unit is configured such as to acquire, from the result read by the reader, at least numerical values each corresponding to the plurality of individuals and operator symbols for operating the numerical values to calculate a total value based on the numerical values and the operator symbols.

Modifying gameplay parameters
11666826 · 2023-06-06 · ·

A computer implemented method for modifying a limit value determining the number of moves available to a player in a given level of a computer implemented game. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a default limit value. Responsive to further user input, a first set of further moves is provided. The number of moves in the first set of further moves is dependent on the number of times a user has played the given of the computer implemented game and failed to complete an objective associated with the given level of the game.

Modifying gameplay parameters
11666826 · 2023-06-06 · ·

A computer implemented method for modifying a limit value determining the number of moves available to a player in a given level of a computer implemented game. The method comprises using a counter to change a move count in response to a user input defining a move in the game, wherein no additional moves can be made if the number of moves made reaches a default limit value. Responsive to further user input, a first set of further moves is provided. The number of moves in the first set of further moves is dependent on the number of times a user has played the given of the computer implemented game and failed to complete an objective associated with the given level of the game.

System and method for retaining system state

An apparatus and method are described for retaining system state of an online application such as a video game. For example, a method according to one embodiment comprises: executing a application on a server in response to user input from a client; transmitting video generated by the application over a network connection from the server to the client; detecting that the network connection has become unusable or impaired; responsively pausing the execution of the application from a current point of execution; and resuming the execution of the application from the current point of execution upon detecting that the network connection has become usable or unimpaired.

System and method for retaining system state

An apparatus and method are described for retaining system state of an online application such as a video game. For example, a method according to one embodiment comprises: executing a application on a server in response to user input from a client; transmitting video generated by the application over a network connection from the server to the client; detecting that the network connection has become unusable or impaired; responsively pausing the execution of the application from a current point of execution; and resuming the execution of the application from the current point of execution upon detecting that the network connection has become usable or unimpaired.

Synchronizing system for gameplaying
09782674 · 2017-10-10 · ·

The subject application describes an activity performed with or without a website, such as a game. The game can be played either when in contact with the website or when disconnected from the website. The game playing can be carried out for example on a mobile device. The game can be used to earn virtual cash on the website, when playing from the mobile device. The game can also be played when the mobile device is not attached to the website, in which case the points that are received are saved along with an encryption to avoid a user's improper increasing of the points.