Source: http://www.google.com/patents/US7086946?dq=5,781,788
Timestamp: 2016-08-31 05:09:44
Document Index: 322808853

Matched Legal Cases: ['art 24', 'art 24', 'art 24', 'art 24', 'art 24', 'art 24', 'art 24']

Patent US7086946 - Game method using network, server executing the game method, and storage ... - Google PatentsSearch Images Maps Play YouTube News Gmail Drive More »Sign inPatentsOn a server, face image is registered and updated according to the player's skill-level. Specifically, as personal information, not only registration of user's address, name, or pen name, but also face information is registered and changed according to the game result. Therefore, this permits a quick...http://www.google.com/patents/US7086946?utm_source=gb-gplus-sharePatent US7086946 - Game method using network, server executing the game method, and storage medium storing program executing the game methodAdvanced Patent SearchPublication numberUS7086946 B2Publication typeGrantApplication numberUS 10/143,047Publication dateAug 8, 2006Filing dateMay 10, 2002Priority dateMay 18, 2001Fee statusPaidAlso published asEP1258827A2, EP1258827A3, US20020173358Publication number10143047, 143047, US 7086946 B2, US 7086946B2, US-B2-7086946, US7086946 B2, US7086946B2InventorsShuichiro YoshidaOriginal AssigneeAruze Co., LtdExport CitationBiBTeX, EndNote, RefManPatent Citations (25), Referenced by (28), Classifications (28), Legal Events (4) External Links: USPTO, USPTO Assignment, EspacenetGame method using network, server executing the game method, and storage medium storing program executing the game method
The term “battle game” is used herein in a comprehensive sense, i.e., to broadly refer to games wherein a player operating a terminal device joins a battle game on server, such as pachinko game (pinball game), pachislo game (Japanese slot game), board games, and other shooting games, etc. Examples of board games are shogi (Japanese chess), chess, and igo (Game of go). The term “terminal” is used herein to refer to devices connected to network and accessible to servers, such as personal computers or mobile phone.
FIG. 10 is a conceptual diagram for explaining the service of “battle room”;
FIG. 11 is a conceptual diagram for explaining the service of “famous machine room”;
FIG. 12 is a conceptual diagram for explaining the service of “event room”;
FIG. 13 is a conceptual diagram for explaining the service of “pair room”;
FIG. 14 is a conceptual diagram for explaining the services of “attack room/beginner room”;
FIG. 1 is a diagram showing, in simplified form, the configuration of network system to which applied is an information-providing system providing net-games and other information according to one preferred embodiment of the invention. Referring to FIG. 1, a network system 10 includes a public telephone network 51, to which personal computers (hereinafter referred to as “PCs”) 53A, 53B, 53C, . . . are accessible via modems 52A, 52B, 52C, . . . . The PCs 53A, 53B, 53C, . . . are accessible to information-providing servers (hereinafter referred to merely as “servers”) 17A, 17B, . . . via the public telephone network 51 and internet 16 (i.e., host computers of providers connected to internet). Following is one example of access method. Thus, between the internet 16 (the provider's host computer) and the PC 53A, 53B, 53C, . . . sending/receiving of packets created by TCP/IP protocol group are performed by using dial-up PPP (Point-to-Point Protocol) connection. On the other hand, communication in TCP/IP protocol is performed on the internet 16 (between the provider's host computer and information-providing servers). Therefore, the PCs 53 can obtain various distribution information from the servers 17A, 17B, . . .
Examples of pachinko/pachislo contents provided by the server 17A are, as shown in FIG. 4, i) “personal data” contents C11, ii) “NEWS” contents C12, iii) “parlor” contents C13, iv) “pachislo bulletin board” contents C14, v) “various pachislo information” contents C15, vi) “ranking” contents C16, and vii) “setting hall search” contents C17. Specifically, “personal data” contents C11 is used for viewing personal data. “NEWS” contents C12 provides a variety of new information. “Parlor ” contents C13 provides pachinko and pachislo game plays, and is also designed such that many people can join at the same time through communication with other players. “Pachislo bulletin board” C14 provides pachislo information by local or machine, by carrying on electronic bulletin board. “Various pachislo information” contents C15 provides pachislo-hall information and machine information. “Ranking” contents C16 provides pachislo game ranking. “Setting hall search” contents C17 provides information of halls setting pachinko machines and pachislo machines that are provided by the server 17A.
The service of providing “pachislo bulletin board” C14 includes the following services: i) “national bulletin board (by local)”, ii) “attack method bulletin board (by machine)”, and iii) “rumor reality room”. Specifically, “national bulletin board (by local)” is an electronic bulletin board for information exchange between pachinko or pachislo players in locals across the nation. “Attack method bulletin board (by machine)” is an electronic bulletin board for exchanging information such as the user's personal attack method, etc. “Rumor reality room” provides a place at which rumors or doubtful attack methods are collected from players and resolved.
The service of providing “various pachislo information” contents C15 includes the following services: i) pachi-pro (professional pachislo player) practical information room”, ii) “new information room”, iii) “ranking room”, and iv) “data room.” Specifically, “pachi-pro practical information room” carries, in column style, pach-pro and amateur play data in actual halls. “New information room” carries new machine information and its setting hall information, hall event information across the nation, etc. “Ranking room” carries ranking of players within “parlor” contents C13 (i.e., within virtual parlor). “Data room” carries each parlor data within “parlor” contents C13 (i.e. within virtual parlor), and hall data across the nation.
Following is details of “parlor” contents C13. “Parlor” contents C13 is a site to provide information stored in the database 34 of the server 17A, pachinko and pachislo game programs, and other programs, to terminal devices such as PCs 53A, 53B, 53C, . . . Its concept is, as shown in FIG. 5, to provide pachinko and pachislo games to the users, as well as play elements related thereto and communication with others. Therefore, this site makes it possible to have communication with others through pachislo game.
Typical services of “parlor” contents C 13 are i) “battle room” service C13A, ii) “famous machine room” service C13B, iii) “attack room” service C13C, iv) beginner room” service C13D, v) “pair room” service C13E, vi) “event room” service C13F, and vii) “chat room” service C13G. Specifically, “battle room” service C13A is designed to purely enjoy pachinko or pachislo game, and its battle with others. “Famous machine room” service C13B is designed to enjoy the past famous machines. “Attack room” service C13C is designed to practice pachinko or pachislo attack methods. “Beginner room” service C13D is designed for those who are not familiar with or desire to practice pachinko or pachislo. “Pair room” service C13E provides pair game play and a place at which players can met others. “Event room” service C13F opens various events and contests. “Chat room” service C13G is designed to enjoy chat while playing pachinko or pachislo game.
These services are, as shown in FIG. 6, classified into three systems (“Net-gamble” system, “Net-contents” system, and “pachislo-fan” system). Specifically, “Net-gamble” system is designed to enjoy pachinko and pachislo, and includes the following services: i) “battle room” service C13A, and ii) “famous machine room” service C13B. “Net-contents” system provides chat services and various events, and includes the following services: i) “chat room” service C13G, ii) “pair room” service C13E, and iii) “event room” service C13F. “Pachislo-fan” system provides various promotions or information for obtaining beginners and enclosing present fan, and includes the following services: i) “beginner room” service C13D, and ii) “attack room” service C13C.
At the acceptance of the entry, the server 17A also registers the player's face image together with the player's personal information in the database 34. For instance, as shown in FIG. 9, the server 17A changes the player's face image, which is registered in the database 34, according to the entry player's winning-percent in the game, and the player's skill level can be understood by this face image. In the initial step that the player makes entry, the face image is, for example, registered as face image of “old-man slotter” character CA11. Watching this face image, other players recognize that this player has just made entry. As this player repeats pachislo game, etc., its face image can be changed to a higher-skill-level character image one by one, according to the provided coin number, the results of battle with other player, or ranking. Finally, the face image is expressed in “pro-slotter” character CA12.
FIG. 10 is a conceptual diagram showing the outline of “battle room” service. Referring to FIG. 10, the “battle room” service C13A enables to play various pachislo machines in real parlor atmosphere. The server 17A sends PC 53A a virtual pachislo hall (parlor) data (i.e., image data and pachislo game program), and reproduces a parlor on the display part 24 of the PC 53A. In this parlor, a plurality of pachislo machines are arranged as in real parlor. The player operating the PC 53A can select one from the pachislo machines and enjoy pachislo play on the display part 24.
Also, in “battle room” service C13A, any player can ask other player for assist such as “pushing the stop button (observation push (aiming),” through chat. In this instance, the player sends, through chat, a message stating that the player needs an assist, to other players who join in “battle room.” That is, when the player operates to send a request for assist on the PC 53A, the PC 53A sends the request to the server 17A. On receipt of this request, the server 17A sends a message to ask for assist to other players in the corresponding parlor (“battle room”). PCs 53B, 53C, . . . , which are used by other players receiving this message, displays a message to ask for assist (e.g., “Please help me with “observation push (aiming).”, on their respective display part 24. When a certain player sees this message and inputs a message stating that he/she can assist through his/her PC, this input result is sent to the server 17A. Upon this, the server 17A sends a message stating that the request for assist is accepted, to the PC 53A of the player waiting for assist. The server 17A removes the right to use of the pachislo machine of the player who receives assist to the player who performs assist, so that the latter player is capable of operating this pachislo machine. In this state, it is possible to perform assist such as “observation push,” as well as talk with any player who joins in the parlor. Herein, “observation push” is operation of the stop button by the game player with the careful observation of the symbol marks.
FIG. 11 is a diagram showing, in simplified form, details of “famous machine room” service. Referring to FIG. 11, in “famous machine room” service C13B, the server 17A reads the past famous machine data stored in the database 34 (e.g., image data and play programs, information of halls at which famous machines are actually set), and sends this data to PC 53A. The PC 53A displays the famous machine data on the display part 24, so that the player can play a famous machine and obtain its various information on the screen displayed on the display part 24.
FIG. 12 is a diagram showing, in simplified form, details of “event room” service. Referring to FIG. 12, in “event room” service C13F, among a plurality of players, who join in “event room” service C13F, some players perform a battle game by using the famous machine, and other players join a quiz about the winner of this battle.
FIG. 13 is a diagram showing, in simplified form, details of “pair room” service. Referring to FIG. 13, in the “pair room” service C13F, the player operates PC 53A to create his/her own profile and sends it to the server 17A. The server 17A makes a congenial pair by considering each player's profile, and sends paired players a screen for face-to-face conversation. Then, on this screen, each of the paired players inputs a conversational sentence. A conversational sentence inputted by one player is sent to the server 17A through PC that this player operates. The server 17A sends the other player the conversational sentence received from this PC, and the sentence is displayed on the screen of the other player's PC. Thus, the paired players made by (through) the server 17A can enjoy conversation in chat style. As the result, each player can enjoy pachislo game while having conversations on their respective screens (through the server 17A).
FIG. 14 is a diagram showing, in simplified form, details of “attack room” service and “beginner room” service. Referring to FIG. 14, in “attack room” service C13C and “beginner room” service C13D, explanations of the latest attack method and its play method of each machine type are sent from the server 17A to the PC 53A. The player can learn play methods and attack methods of pachislo game by referring to such information displayed on the display part 24 of the PC 53A.
More specifically, as shown in FIG. 15, the “attack room” service C13C is also designed to provide attack-information providing service, hall-information providing service, and personal balance service, via a mobile phone 13 (see FIG. 1). In this instance, when the player inputs, on the mobile phone 13, contents address (address designating a server that is the server 17A or another server to provide the contents), the mobile phone 13 accesses to the server 17A or another server via a base station 12 and public telephone network 11. The server 17A and another server has a contents file that is described in simplified HTML (compact HTML) form so as to be provided to mobile phones, in addition to contents files described in HTML form. On receipt of access to the file from the mobile phone 13, the server provides the mobile phone 13 with data described in simplified HTML form. Thus, simplified information corresponding to each contents shown in FIG. 4 is displayed on the display part of the mobile phone 13, in accordance with the player's operation for designation. As the result, the player can always enjoy contents that the server 17A provides.
FIG. 16 is a flowchart showing the processing procedure of selecting a pachislo machine (Japanese slot machine) in contents of “battle room” service, which are sent from an information-providing server to a personal computer. Referring to FIG. 16, when a contents demand signal is sent from PC 53A, the server 17A accepts this demand and provides a parlor layout screen to the PC 53A, in step Al.
Referring to FIG. 18, “machine type display” displays the type of machine in currently displayed area (machine selection screen). “Ranking display” displays real-time ranking within the displayed area. “User display” displays whether a certain player is using the machine, in character that expresses the player. “Machine-type selection icon” is used for selecting the machine type in the area displayed on the machine selection screen. “Machine information display” displays machine conditions. By clicking this display, the player can proceed to the machine's play screen. “Chat frame” is used for hall information or communication between players.
FIG. 23 shows an example of the chat frame display. Referring to FIG. 23, the chat frame display is divided into two parts: i) input frame part on which the player's input is displayed, and ii) general chat part on which the input result of other player is displayed. Specifically, in the general chat part, individual conversation of other player (individual chat) and hall broadcast are displayed in different display styles, such as different character sizes. As shown in FIG. 24, the chat frame is classified into two types: one which is displayed on the machine selection screen showing parlor layout (see FIG. 17); and the other which is displayed on play screen showing a pachislo screen on which a certain player is playing (see FIG. 37). Chat is classified, as shown in FIGS. 25 and 26, into two types: “area chat” that shows chat within parlor, as machine selection screen (see FIG. 17); and “island chat” that shows chat per island (an aggregate (unit) of pachislo machines wherein is circulating coins) in a certain area. The player can select chat type by selecting and operating changeover button (see FIG. 23) of the chat frame.
FIG. 27 shows an example of hall broadcast displayed on chat frame, saying that “Congratulations! A big-hit (big-prize or big bonus) at machine #1!!.” Referring to FIG. 27, especially large characters are used in order to discriminate from conversations with other player.
FIG. 31 shows a big-hit display in the machine information display. Referring to FIG. 31, with respect to the pachislo machine at which a big-hit occurs, characters saying “Big-hit” are displayed instead of its machine number.
FIG. 34 shows an example of data display that is obtained by clicking each pachislo machine. Referring to FIG. 34, in this display style, there are displayed i) machine number, ii) the number of rotations between one “BIG HIT” and another “BIG HIT,” iii) the number of “BIG HIT” obtained that day, and iv) the number of “REGULAR HIT (REGULAR PRIZE OR REGULAR BONUS)” obtained that day. As shown in FIG. 35, these data are retained in the database 34 of the server 17A, even when the player of the pachislo machine is changed.
As stated above, the player's face image changes according to the ranking (skill-level), thereby others can select the competitor on the basis of the skill-level. In this connection, the player's face image is also used for the player display during play, on the parlor screen previously described with reference to FIG. 17. Therefore, it is also possible that when a certain player asks others for assist in “observation push (aiming), etc., the player can select an assistant on the basis of his/her face image.
Thus, while the play contents of the playing one player is watched by the other player, the server 17A sends a message describing that “Your play is being watched.” to the PC of one player, in step A35. One player can recognize as being watched, by this message, which is displayed on the display part 24.
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EventsDateCodeEventDescriptionMay 10, 2002ASAssignmentOwner name: ARUZE CO., LTD., JAPANFree format text: ASSIGNMENT OF ASSIGNORS INTEREST;ASSIGNOR:YOSHIDA, SHUICHIRO;REEL/FRAME:012895/0339Effective date: 20011221Dec 23, 2009ASAssignmentOwner name: UNIVERSAL ENTERTAINMENT CORPORATION, JAPANFree format text: CHANGE OF NAME;ASSIGNOR:ARUZE CORPORATION (ARUZE KABUSHIKI KAISHA);REEL/FRAME:023691/0877Effective date: 20091101Feb 4, 2010FPAYFee paymentYear of fee payment: 4Jan 30, 2014FPAYFee paymentYear of fee payment: 8RotateOriginal ImageGoogle Home - Sitemap - USPTO Bulk Downloads - Privacy Policy - Terms of Service - About Google Patents - Send FeedbackData provided by IFI CLAIMS Patent Services