Class / Patent application number | Description | Number of patent applications / Date published |
463024000 | Suspension or restoration (e.g., power failure resumption, etc.) | 63 |
20090042640 | FAULT TOLERANT GAMING SYSTEMS - Method and apparatus are provided wherein, in one example embodiment, a gaming machine includes a computing platform and a software program executing on the computing platform to provide a gaming experience to a user of the gaming machine, and there are provided one or more hardware or software components operative on the computing platform to detect faults occurring on the platform. At least one fault recovery software component is also operative on the gaming platform, and the fault recovery software component is adapted to operate in response to the detection of a fault. | 02-12-2009 |
20090124349 | SYSTEM FOR PERSONALIZING CONTENT PRESENTED IN AN AVATAR WAIT STATE - Customized wait state experiences are provided for an avatar in a virtual universe are provided by determining user alternative wait context preferences, selecting alternative wait state content objects accordingly, creating a wait state context in the virtual universe system using the alternative wait state content objects, and transporting the waiting avatar to the newly created wait state context for the duration of the wait. The custom context can include scenery, sounds, and even information streams and feeds. The avatar is optionally returned to the original context upon an event, such as a customer service representative, being available and ready to interact with the user. Artificial intelligence processes are optionally used to determine probable wait state context preferences for the user. Rewards may be given to the user for waiting, and for completing games or challenges. | 05-14-2009 |
20100062833 | Portable Gaming Machine Emergency Shut Down Circuitry - A portable casino gaming device includes a data preservation system and is operable to monitor movement activity relating to the portable gaming device, and generate movement information relating to movements of the portable gaming device. In at least one embodiment, the movement information includes at least one of: data relating to rotation of the portable gaming device, data relating to displacement of the portable gaming device, data relating to velocity of the portable gaming device, data relating to acceleration of the portable gaming device, and/or data relating to an orientation of the portable gaming device. The portable gaming device may also be operable to analyze the movement information with respect to a first set of threshold criteria in order to detect an occurrence of a first critical condition or event at the portable gaming device, and to initiate at least one action in response to detection of the first critical condition or event. In at least one embodiment, the at least one action includes automatically initiating at least one operation to save selected gaming information in non-volatile memory, wherein the selected gaming information includes information relating to game play conducted at the portable gaming device. | 03-11-2010 |
20100093427 | GAMING MACHINE POWER FAIL ENHANCEMENT - An operating system for a gaming system includes a data producer which generates non-reproducible data relating to a transaction carried out in respect of the gaming system. A data consumer is in communication with the data producer for storing data relating to the non-reproducible data. A game controller is in communication with the data producer and the data consumer which effects communications between the data producer and the data consumer by means of a transaction-based protocol. The invention also relates to the use of data storage device for a gaming system that includes a local power supply. | 04-15-2010 |
20100151934 | GAMING INTERRUPTION AND RECONNECTION MANAGEMENT - A method, system and computer program product for managing interruption and reconnection of a game session in a computer based gaming system having a computerized gaming machine devised for executing a game and being communicatively connected to a remote data storage, wherein: the execution of a game comprises at least one instance of determining a set of associated game session data; an identity code is reserved for identification of each execution instance of a game; each determined set of associated game session data is associated with said identity code and stored in the remote data storage; and if an interruption occurs in the execution of a game, then the identity code for the current game execution instance is associated with a status indicator indicating that said game execution has been interrupted. | 06-17-2010 |
20100167809 | System and Method for Accelerated Machine Switching - A computer-implemented system and method are described for managing the state of an online video game. For example, a method according to one embodiment comprises: initiating a new online video game in response to user input from a client device, the online video game being in a first state on a first server when initiated; executing the online video game on the server, thereby causing the online video game to enter into a second state; pausing or terminating the online video game; determining differences between the first state and the second state and generating difference data containing the differences; transmitting the difference data over a network to a second server, the second server; and recreating the second state from the difference data and the first state in response to user input indicating that the user wishes to resume the online video game and in response to the second server being selected as the server on which to execute the video game. | 07-01-2010 |
20100240442 | PROVIDING ALTERNATIVE PERSISTENT STATE RECOVERY TECHNIQUES - This document discusses, among other things, systems and methods for alternative persistent state recovery methods. A method comprises detecting persistent state recovery information from one of two or more persistent state recovery techniques, wherein the persistent state recovery information identifies a persistent state in a wagering game; and restoring the persistent state of the wagering game from the detected persistent state recovery information. | 09-23-2010 |
20100285866 | POWER CONSERVATION IN WAGERING GAME MACHINES - Systems and methods provide power management on a wagering game machine. Inrush power may be reduced by staggering application of power to various power supplies in a wagering game machine. A processor or timer may control the activation of power supplies. Further power management may be provided by placing wagering game machine peripherals in a power consumption mode appropriate to the activity or lack of activity on a wagering game machine. | 11-11-2010 |
20100298043 | WAGERING GAME MACHINE UPGRADE AND ROLLBACK - Systems and methods provide for the selective backup and rollback of software, firmware and data components of a wagering game machine. | 11-25-2010 |
20100304840 | GAMING MACHINE CAPABLE OF RUNNING COMMON GAME, AND COMMUNICATION CONTROL METHOD THEREOF - A slot machine | 12-02-2010 |
20110014970 | GAMING MACHINE HAVING LIGHT EMITTING DEVICE - A gaming machine of the present invention includes a light emitting portion | 01-20-2011 |
20110053679 | PARTIALLY-POWERED WAGERING GAME MACHINES - Apparatus, systems, and methods may operate to receive an indication that a wagering game machine is to enter into a service power mode while the game machine is fully operational, and then to enter into the service power mode to disable game play while providing substantially uninterrupted power to a subset of game machine components. These powered components include one or more processors and memory. The service power mode may operate to leave the remainder of the game machine components unpowered, so that later transitioning from the service power mode to full operation does not result in resetting the processors. Other apparatus, systems, and methods are disclosed. | 03-03-2011 |
20110183744 | METHOD OF GAMING, A GAMING SYSTEM AND A GAME CONTROLLER - Certain examples provide systems, methods, and apparatus for gaming. An example method includes initiating a wagering game comprising an initial expected time duration at which the wagering game will terminate if no time duration altering events occur in the wagering game; altering the time duration of the wagering game in response to a duration altering event occurring in the wagering game to derive a current expected time duration; and terminating the wagering game when the initial or current expected time duration expires. | 07-28-2011 |
20120231875 | Methods, Systems, and Products for Centralized Control of Gaming Applications - Methods, systems, and products bookmark gaming applications. When a player wishes to pause a gaming application, a bookmark may be created. The bookmark identifies a location in the gaming application at which play is paused. Play may then be resumed from the bookmark, whether at a same device or at a different device. | 09-13-2012 |
20120315977 | GAME DEVICE, GAME DEVICE CONTROL METHOD AND INFORMATION RECORDING MEDIUM - In a game device, a task memory stores a plurality of game tasks for indicating the timing when a player is to input an operation instruction. A receiver receives instructions from the player. A music player plays music, stops playing music when the player inputs a pause instruction, and restarts playing music when the player inputs a restart instruction. An object display displays object images that indicate the stored game tasks on a screen in pace with the played music, and displays only object images that indicate the game tasks for which the timing has never occurred once since the music began to be played. A score determiner determines the player's score for each of the game tasks based on the stored game tasks and the inputted operation instructions. | 12-13-2012 |
20120322537 | WAGERING GAME MACHINE HIBERNATION - Apparatus, systems, and methods may operate to receive operational power from a primary power supply at a processor housed within a wagering game machine, where the processor is operable to present a wagering game. Further activities may include determining that the wagering game machine is currently in a hibernation state, authenticating at least one hibernation file, and resuming operation of the wagering game machine to a base operation state defined by the at least one hibernation file. Additional apparatus, systems, and methods are disclosed. | 12-20-2012 |
20130005434 | GAME DEVICE, CONTROL METHOD FOR GAME DEVICE, AND INFORMATION RECORDING MEDIUM - In a device that executes an activity that can be paused and restarted, an acquirer acquires information that indicates a user's position and posture in real space. An activity advancer advances the activity based on the acquired position and posture. The activity advancer pauses the activity when a specified stopping condition is satisfied. The activity advancer restarts the activity when position and posture that was acquired while the activity is paused matches a history of position and posture that the acquirer acquired while the activity is not paused. | 01-03-2013 |
20130012300 | Gaming Machine Power Fail Enhancement - An operating system for a gaming system includes a data producer which generates non-reproducible data relating to a transaction carried out in respect of the gaming system. A data consumer is in communication with the data producer for storing data relating to the non-reproducible data. A game controller is in communication with the data producer and the data consumer which effects communications between the data producer and the data consumer by means of a transaction-based protocol. The invention also relates to the use of data storage device for a gaming system that includes a local power supply. | 01-10-2013 |
20130059645 | Apparatus Awarding Playtime Proportional to Test Results - An apparatus for awarding playtime credit proportional to positive performance on educational testing. The apparatus records correct answers to academic questions, such as math, as credits towards time allowed on an attached electronic play device. The amount of time earned or awarded is determined by the number of correct answers provided in response to displayed questions. | 03-07-2013 |
20130084949 | LOCKDOWN BUTTON FOR GAMING MACHINES AND DEVICES - Techniques providing lock down of a gaming machine by a wireless device associated with a user. A request from a wireless device to lock down the gaming machine is received at the gaming machine or a network server in communication with the gaming machine. The gaming machine or network server determines whether the user associated with the wireless device has access to lock down the gaming machine. Upon determining that the user has access, the user is allowed to lock down the gaming machine with the wireless device. Lock down may include placing the gaming machine in an unplayable state. | 04-04-2013 |
20130157747 | PRESENTING AND CONTROLLING WAGERING GAME PLAY - Some examples described include a system to perform operations that include detecting a request to present a wagering game via a browser application and providing wagering game content for the wagering game, wherein a wagering game toolbar of the browser application is configured to present the wagering game content. In some examples, the operations further include providing a wagering game result for the wagering game, wherein the wagering game toolbar is configured to present the wagering game result. | 06-20-2013 |
20130172070 | PAUSE AND RESUME SCHEMES FOR GESTURE-BASED GAME - Technologies are generally described for pausing and resuming a gesture-based game. In some examples, a method performed under control of a gesture-based game system includes receiving a pause command that indicates pausing play of a gesture-based game and in response to the receipt of the pause command, capturing a first image of a player currently playing the gesture-based game, the first image being associated with a first posture of the player substantially at the time of the pause command and generating an outline of the player corresponding to the first image of the player. | 07-04-2013 |
20130196743 | Wagering Game System with Pausing Feature - A gaming system includes one or more controllers and one or more memory devices storing instructions that, when executed by at least one of the one or more controllers, cause the gaming system to initiate a wagering game to be played via a gaming machine and in response to a pause event, temporarily pause the wagering game-in-progress, prior to revealing a final outcome of the wagering game. While the game-in-progress is paused, the one or more controllers allow the gaming machine to participate in a community event along with a plurality of other gaming machines and in response to an end-pause event associated with the community event, reinstate the paused game-in-progress at the gaming machine. | 08-01-2013 |
20130252712 | REMOTE POWER RESET FEATURE ON A GAMING MACHINE - A gaming device for a gaming machine is described. The gaming device can be configured to implement commands related to performing maintenance operations on the gaming machine. The commands can be initiated from a remote device, such as mobile device, separate from the gaming machine and the gaming device. In one embodiment, the gaming peripheral can be coupled to a power switching device on the gaming machine. A number of devices on the gaming machine, such as game controller, can be configured to receive power that is routed through the power switching device. The gaming device can be configured to receive a command from a remote device to cycle power on the gaming machine using the power switching device. In one example, the power can be cycled on the gaming machine to clear an error condition. | 09-26-2013 |
20130260866 | GAME SYSTEM AND GAME CONTROL METHOD THEREFOR - A game system comprises a first game control portion which makes a user of a game machine play a first game and a second game control portion which makes a user of a user terminal machine different from the game machine play a second game. The game control portion, where game play contents of the second game and identification information of the user are stored in a state of being correlated with each other, updates game data based on game play contents in the second game by the user each time the user plays the second game. The first game control portion obtains as reference data at least one portion of the game data when the user plays the first game, and generate effect in the first game depending on the reference data obtained. | 10-03-2013 |
20130260867 | TRANSITIONING BETWEEN GAME AND NON-GAME FEATURES - A system, machine-readable storage medium storing at least one program, and a computer-implemented method for transitioning between game and non-game features is provided. Game display data is provided to a client device to display a computer-implemented game of a player. A request to transition from the computer-implemented game to a non-game feature is received from the client device. The request is received while the computer-implemented game is being displayed. Game state information associated with the player is stored in response to the request. The game state information includes information associated with a state of the computer-implemented game during receipt of the request. Non-game display data is provided to the client device to display the non-game feature. | 10-03-2013 |
20130273998 | MOBILE GAMING DEVICE CARRYING OUT UNINTERRUPTED GAME DESPITE COMMUNICATIONS LINK DISRUPTION - A mobile gaming device may be a player's own personal tablet, smartphone, PDA, etc., with an application program installed via the internet for carrying out a remote gaming session. All gaming functions are carried out by a stationary gaming terminal communicating with the mobile device, such as by using WiFi. The mobile device operates as a user interface. If the communications link is temporarily broken during a game, the mobile device will create the appearance that the game is continuous, such as by continuing to spin reels, until communications are reestablished. The reels will stop once the mobile device receives the final outcome from the gaming terminal. The player may pause the game to temporarily suspend the minimum game frequency rules. The mobile device may switch between gaming terminals. For 3D video, the original format is adjusted for the mobile device. The gaming terminal may be a gaming machine. | 10-17-2013 |
20130273999 | METHOD FOR SAVING THE STATE OF A PART OF A GAME AND METHOD FOR RESTORING THE CORRESPONDING GAME - The invention relates in particular to a method for saving the state of a session of a game played by at least two players, the game including game elements having chips that are capable of contactless communication with a terminal via an interface. The terminal includes a screen, the game consisting of presenting game elements to the interface, each player being identified by the terminal by a game element referred to as the master element. According to the invention, the saving method involves: recording the history of the game session, recording the game elements which have not been in play, if applicable, and recording the game elements in the possession of the players at the time that the game was interrupted, by means of master elements, so as to be able subsequently to resume the game session in the same state in which the game was when interrupted. | 10-17-2013 |
20130281186 | VIDEO GAME CONTROL SERVER, VIDEO GAME CONTROL APPARATUS, AND VIDEO GAME CONTROL PROGRAM PRODUCT - A video game control server for controlling progress of a video game via a communication network is provided. A game board information on a game board formed in a matrix manner is stored in the video game control server. It is determined whether a clear condition is satisfied or not. The clear condition associated with each of a plurality of squares on the game board is cleared by playing the video game by a player. In a case where it is determined that the clear condition associated with a square is satisfied, the square is set up to a condition accomplished square. In a case where a square is newly set up to a condition accomplished square and an arrangement pattern of the condition accomplished squares on the game board thereby becomes a predetermined privilege applying pattern, a privilege is applied to the player. | 10-24-2013 |
20140038696 | GAME DEVICE, GAME SYSTEM, GAME CONTROL METHOD, AND INFORMATION STORAGE MEDIUM - Provided is a game device for executing a game in which a user participates and another user is allowed to join the game in mid-game. The game device obtains stored data from a unit for storing data that indicates a situation of the game being executed and that is updated with progress of the game. A situation determining unit determines whether or not the situation of the game being executed satisfies a given condition. A mid-game joining restricting unit keeps a user who has not joined the game being executed from joining the game in mid-game, based on a result of the determination of the situation determining unit. | 02-06-2014 |
20140066177 | USER-BASED MINI-GAME GENERATION AND DISTRIBUTION - A mini-game may be generated by recording game data during play of a video game on a computer game system, suspending play of the video game in response to a first input to the computer game system, rewinding the recorded game data to a start point in response to a second input to the computer game system, and uploading recorded game data representing a state of the video game at the start point to a remote mini-game distribution system. The mini-game data may be distributed to other game playing systems. It is emphasized that this abstract is provided to comply with the rules requiring an abstract that will allow a searcher or other reader to quickly ascertain the subject matter of the technical disclosure. This abstract is submitted with the understanding that it will not be used to interpret or limit the scope or meaning of the claims. | 03-06-2014 |
20140106854 | GAMING MACHINE POWER FAIL ENHANCEMENT - An operating system for a gaming system includes a data producer which generates non-reproducible data relating to a transaction carried out in respect of the gaming system. A data consumer is in communication with the data producer for storing data relating to the non-reproducible data. A game controller is in communication with the data producer and the data consumer which effects communications between the data producer and the data consumer by means of a transaction-based protocol. The invention also relates to the use of data storage device for a gaming system that includes a local power supply. | 04-17-2014 |
20140113705 | QUICK-RESUME GAMING - A quick-resume gaming system includes a game device configured to support playing a video game by a user. The quick-resume gaming system also includes a gaming control module coupled to the game device and configured to suspend and resume playing of the video game at a current display frame based on user initiated suspend and resume control commands, respectively. In another aspect, a method of quick-resume gaming includes playing a video game on a game device by a user. The method of quick-resume gaming also includes suspending the playing of the video game on the game device at a current display frame based on the user initiating a suspend control command and resuming the playing of the video game on the game device at the current display frame based on the user initiating a resume control command. | 04-24-2014 |
20140121002 | SYSTEM AND METHOD FOR DETECTING USER ATTENTION - A system and method for conditioning execution of a control function on a determination of whether or not a person's attention is directed toward a predetermined device. The method involves acquiring data concerning the activity of a person who is in the proximity of the device, the data being in the form of one or more temporal samples. One or more of the temporal samples is then analyzed to determine if the person's activity during the time of the analyzed samples indicates that the person's attention is not directed toward the device. The results of the determination are used to ascertain whether or not the control function should be performed. | 05-01-2014 |
20140135104 | METHOD FOR IMPLEMENTING A COMPUTER GAME - A method, implemented as computer code being executed by one or more processors, in which computer game graphics for a casual, social game are shown on a display of a computing device and in which one or more of the processors are programmed such that game state information is preserved, enabling a remote server system to identify a player and aspects of the state of the game they are playing, so that the player can end game play on one device and resume, from the same and also from a different device at a later time, at the same state. | 05-15-2014 |
20140135105 | VIDEO GAME APPLICATION STATE SYNCHRONIZATION ACROSS MULTIPLE DEVICES - Techniques for a method for automatically synchronizing application state of a video game across multiple devices are disclosed herein. The method includes running an instance of the video game application at a first electronic device, detecting a presence of a second electronic device based on a proximity of the second electronic device to the first electronic device, identifying an installation of another instance of the video game application on the second electronic device, saving a current state of play of the instance of the video game application running on the first electronic device and transmitting the application state data to the second electronic device. The application state data of the video game application enables another instance of the video game application to resume the current state of play of the video game application at the second electronic device. | 05-15-2014 |
20140148246 | MULTI-PLAYER GAME STATE BACKUP AND RESTORATION ACROSS MULTIPLE DEVICES - Technology for a method for backing up and restoring multiplayer game state across multiple devices that are registered to multiple users is disclosed herein. The method includes running instances of a multiplayer game application at multiple electronic devices, determining a backup event that occurs in any of the multiple electronic devices, wherein the backup event suggests a backup of game state data and the game state data represent a game state of the game application at the backup event, and transmitting the game state data of the game application to a remote storage service, in response to the backup event. Other electronic devices registered to any of the multiple users can retrieve the application state data from the remote storage service and restore the game application state. | 05-29-2014 |
20140155138 | PAUSE AND RESUME SCHEMES FOR GESTURE-BASED GAME - Technologies are generally described for pausing and resuming a gesture-based game. In some examples, a method performed under control of a gesture-based game system includes receiving a pause command that indicates pausing play of a gesture-based game and in response to the receipt of the pause command, capturing a first image of a player currently playing the gesture-based game, the first image being associated with a first posture of the player substantially at the time of the pause command and generating an outline of the player corresponding to the first image of the player. | 06-05-2014 |
20140162759 | MULTISESSION HYBRID GAMES - Systems and methods in accordance with embodiments of the invention operate a multisession hybrid game, including: a gambling game providing a game of chance and an entertainment game providing a game of skill, where the entertainment game utilizes a multisession module constructed to: load game state data from a database accessible to the multisession module, where game state data is information from a prior entertainment game gameplay session associated with a player and capable of being utilized to configure an entertainment game gameplay session; initiate a current entertainment game gameplay session for the player using the game state data retrieved by the multisession module, where the current entertainment game gameplay session builds upon the player's interactions with the multisession hybrid game in the prior entertainment game gameplay session; and store game state data in the database based upon information concerning the current entertainment game gameplay session associated with the player. | 06-12-2014 |
20140162760 | GAME STATE SYNCHRONIZATION AND RESTORATION ACROSS MULTIPLE DEVICES - Technology for a method for backing up and restoring game application state across multiple devices is disclosed herein. The method includes running an instance of a game application at a first electronic device, determining a backup event that occurs in the first electronic device, wherein the backup event suggests a backup of application state data and the application state data represent an application state of the game application at the backup event, and transmitting the application state data of the game application to a remote storage service, in response to the backup event. A second electronic device can retrieve the application state data from the remote storage service and restore the game application state. | 06-12-2014 |
20140179410 | MOBILE CONSUMER ELECTRONIC APPLICATIONS ON INTERNET VIDEO PLATFORM - A request to transfer a consumer electronics (CE) executable application from a consumer electronics device to a TV device is received at the TV device. The CE executable application is received from the consumer electronics device. Application state information associated with the executable CE application is received from the consumer electronics device. The executable CE application and the application state information are stored to a memory. This abstract is not to be considered limiting, since other embodiments may deviate from the features described in this abstract. | 06-26-2014 |
20140179411 | DISPLAY CHANGE AND/OR STATE SAVE IN GAME AND/OR GAME SERIES - Embodiments related to conducting a wagering game according to the rules of a base game includes defining a finite set of game indicia. In some embodiments the player plays multiple sequential game hand by placing a wager, receiving game indicia from the finite set cumulatively excluding any game indicia previously dealt, playing the game hand to completion, collecting the game indicia from the player and excluding the dealt game indicia from further play, and displaying at least the excluded game indicia or any winning combinations precluded by the excluded game indicia. In some embodiments the game hands continue in sequence until a restoration event, which may include a manually triggered restoration or an automatic restoration event, that restores the excluded game indicia. Other embodiments are also described. | 06-26-2014 |
20140187312 | SYSTEM AND METHOD FOR QUICK RESTART OF A GAME ON AN AMUSEMENT DEVICE - A method for directing game play of a game having a game start and a game end on an amusement device. The amusement device includes a controller, a memory, a display and an input device. The method includes directing the amusement device to display the game to a user on the display; receiving, from the input device and at the controller, a signal to quit the game prior to the game end; sending a signal from the controller to the display to present a restart graphical user interface; and receiving, from the input device and at the controller, a signal to restart the game and immediately configuring the amusement device to the game start through the controller. | 07-03-2014 |
20140274305 | SMI FOR ELECTRONIC GAMING MACHINE SECURITY AND STABILITY - A system and method for providing security services to an electronic gaming machine (EGM) utilizes system management interrupts (SMIs) triggered by security events to invoke execution by the EGM processor of one or more SMI handlers configured to provide a security service. Security events include the opening of an access panel on the EGM, an AC power loss to the EGM, a request for security attestation, a request for a secure encryption key, and other events requiring a secure operation to be carried out. | 09-18-2014 |
20140287818 | SYNCHRONIZING AN INSTANCE OF AN APPLICATION BETWEEN MULTIPLE DEVICES - A technique and apparatus for backing up and restoring game application state across multiple devices are disclosed herein. The method includes running an instance of a game application at a first device. Based on any of various criteria, such as the proximity between the first device and a second device or a priority of synchronization, a computer makes a determination to synchronize the application state between the two devices. The computer causes the application state data, which represents an application state of the game application running on the first device, to be saved and made available to the second device, such as by saving the application state data to cloud storage. The second device receives the application state data and restores the game application state. | 09-25-2014 |
20140295940 | GAME SYSTEM, GAME APPARATUS, NON-TRANSITORY COMPUTER-READABLE STORAGE MEDIUM HAVING GAME PROGRAM STORED THEREON, AND GAME PROCESSING METHOD - A game system in which a plurality of players can play a game by using a plurality of operation devices is provided. A multiplayer game process is performed by using a plurality of first-type operation devices. During progress of the game, a process is caused in which any player is caused to operate a second-type operation device different from the first-type operation devices. If the player has satisfied a predetermined condition during this process, the player is caused to return to the operation using the first-type operation device. | 10-02-2014 |
20140295941 | GAME SYSTEM, SERVER SYSTEM, PROCESSING METHOD, AND INFORMATION STORAGE MEDIUM - A game system includes a game processing section that performs a process that implements a game that utilizes a moving object, the moving object moving in a game space based on operation information, a restoration processing section that performs a restoration process that restores the moving object that has reached an unable-to-continue state when it has become unable to continue to play the game that utilizes the moving object, the moving object being restored at a restoration point in the game space that has been selected by a player, and a charging section. The charging section performs a charging process that causes a charge to differ corresponding to the restoration point selected by the player. | 10-02-2014 |
20140302912 | Power Conservation In Wagering Game Machines - Systems and methods provide power management on a wagering game machine. Inrush power may be reduced by staggering application of power to various power supplies in a wagering game machine. A processor or timer may control the activation of power supplies. Further power management may be provided by placing wagering game machine peripherals in a power consumption mode appropriate to the activity or lack of activity on a wagering game machine. | 10-09-2014 |
20140329580 | Methods, Systems, and Products for Control of Gaming Applications - Methods, systems, and products bookmark gaming applications. When a player wishes to pause a gaming application, a bookmark may be created. The bookmark identifies a location in the gaming application at which play is paused. Play may then be resumed from the bookmark, whether at a same device or at a different device. | 11-06-2014 |
20140342808 | System and Method of Using PCs as NPCs - A computer-implemented method of virtual gameplay is provided. In a video game in which a player can create a player character for interaction in the video game, the player is allowed to play in the video game using the player character via at least one player character script. When the player exits the video game, the player character is allowed to at least temporarily become a non-player character in the game by selectively causing the player character to assume at least one non-player character script, such that the player character has automatic, non-player directed interactions in the video game wherein the player character takes on the behaviour of a non-player character. When the player returns to the video game, the player character is allowed to resume play in the video game according to the player character script. | 11-20-2014 |
20140364197 | TRANSITIONING GAMEPLAY ON A HEAD-MOUNTED DISPLAY - A method for transitioning gameplay is provided, the method including: receiving a signal to interrupt gameplay of a video game, the gameplay being presented on a head-mounted display; in response to receiving the signal, transitioning the gameplay from an active state to a paused state; wherein transitioning the gameplay includes identifying an intensity of a gameplay aspect, and progressively reducing the intensity of the gameplay aspect before entering the paused state. | 12-11-2014 |
20140378210 | GAME SYSTEM, GAME DEVICE, GAME CONTROL METHOD, AND PROGRAM - A game system includes a game progresser, a storage, a game reproducer, and a changer. The game progresser is configured to control game progress in accordance with a player's instruction information. The storage is configured to store a game-play-history of a first-player in accordance with a first instruction information of the first-player. The game reproducer is configured to reproduce a first game progress of the first player based on the game-play-history, during a second game progress progressed by the game progresser in accordance with a second instruction information of a second-player. The changer is configured to change at least one of: control on the first game progress of the first-player reproduced by the game reproducer; and control on the second game progress of the second-player to be progressed in accordance with the second instruction information, with reference to at least one of first and second player's game situations. | 12-25-2014 |
20150011298 | SYSTEM AND METHOD FOR CONDUCTING A FANTASY EVENT - A method of conducting a fantasy event. The method comprises acquiring information for one or more members of one or more fantasy teams participating in the fantasy event, automatically selecting one or more portions of audio, visual, and/or audio/visual content stored in an electronic memory device using the acquired information, and generating a playback program using the selected content that reenacts at least a portion of the fantasy event. Separately or in combination, the method comprises assigning a point enhancer to a member of a fantasy team in response to a user input, the enhancer serving to enhance the fantasy point total of that team member, acquiring information corresponding to the team member, and determining, based on the information and on the enhancer, a point total for the team member in accordance with a scoring scheme. Also provided is a system for implementing the method. | 01-08-2015 |
20150038215 | METHOD FOR PROVIDING GAME REPLAY, SERVER FOR PROVIDING GAME REPLAY, AND RECORDING MEDIUM STORING THE SAME - A method for providing a game replay includes: receiving information related to a replay reinforcement character from the user terminal; obtaining game play data in a process in which the game play is completed or performed; detecting a visual reinforcement element for the replay reinforcement character; and providing the detected visual reinforcement element when a replay requirement related to the game play is received from the user terminal. The present invention provides the visual reinforcement element to the user terminal thereby increasing the game satisfaction of the user. | 02-05-2015 |
20150111633 | Wagering Game System with Pausing Feature - A gaming system includes one or more controllers and one or more memory devices storing instructions that, when executed by at least one of the one or more controllers, cause the gaming system to initiate a wagering game to be played via a gaming machine and in response to a pause event, temporarily pause the wagering game-in-progress, prior to revealing a final outcome of the wagering game. While the game-in-progress is paused, the one or more controllers allow the gaming machine to participate in a community event along with a plurality of other gaming machines and in response to an end-pause event associated with the community event, reinstate the paused game-in-progress at the gaming machine. | 04-23-2015 |
20150141119 | Method And Device For Displaying Frames Of A Game - Method and device of displaying a game are disclosed. The method includes: receiving a first user input pausing a game in progress; in response to receiving the first user input pausing the game in progress, switching the game from a normal state to a pause state; detecting a second user input resuming the game from the pause state; and in response to detecting the second user input resuming the game from the pause state: switching the game from the pause state to a transition state, wherein during the transition state, the game progresses at a slower rate than a game progress rate associated with the normal state at or prior to the receipt of the first user input; and switching the game from the transition state to the normal state in accordance with predetermined criterion. | 05-21-2015 |
20150298003 | CHECKPOINT SAVE OPTION FOR A VIDEO GAME - In an example, a game player may be provided with an option to postpone an exit from a video game until a next checkpoint. In particular, an exit command may be received from the game player during a video game session. Upon receiving the exit command, a first option menu is displayed to the game player. The displayed first option menu may include a delay option to postpone the exit from the video game until the next checkpoint. When the next checkpoint is reached, a progress of the game player in the video game is saved and a second option menu may be displayed to the game player. The second option menu may include an exit option to quit the video game immediately. | 10-22-2015 |
20150375101 | CHARACTER SIMULATION AND PLAYBACK NOTIFICATION IN GAME SESSION REPLAY - A game system in which game sessions may be recorded and saved as game records. A previously recorded game session may be selected and replayed, and players may step into and assume control of respective game characters during the replay. When a player steps into and takes control of game a character during replay of a game session, a new timeline is spawned from the original timeline, and a new game record corresponding to the new timeline is generated and stored. Players that were involved in a previously recorded game session that is being replayed may be manually or automatically notified that the game session is being replayed. The notification may occur upon initiation of the replay and/or when a new timeline is spawned. Notified players may view the game session without participating, or may take control their respective characters to participate. | 12-31-2015 |
20150375102 | SPAWNING NEW TIMELINES DURING GAME SESSION REPLAY - A game system in which game sessions involving one or more players may be recorded and saved as game records. A previously recorded game session may be selected and replayed. However, in addition to providing a static replay of the game session, the game system may allow one or more players to step into and assume control of respective game characters at any point during the replay of the game session. When a player steps into and takes control of game a character during the playback, a new timeline is spawned from the original timeline with potentially different outcomes, and a new game record corresponding to the new timeline is generated and stored. | 12-31-2015 |
20150375103 | GAME SESSION SHARING - A game system in which game sessions involving player(s) may be recorded and saved as game records. A player or other entity may offer or market the game records to other players via one or more channels such as websites. The game records may be offered in exchange for virtual or real currency, or for free. Player profiles for the player(s) that recorded the original game session may be provided with the game records. A player that obtains a game record may replay the recorded game session to watch the game play, or alternatively may choose to participate in the replay by assuming control of a character in the game to play with the original player's character as simulated according to the player's profile. If a player steps into a game session being replayed, a new universe/timeline may be spawned and saved as a new game record. | 12-31-2015 |
20160175712 | SERVER APPARATUS, CONTROL METHOD FOR SERVER APPARATUS, AND PROGRAM | 06-23-2016 |
20160250551 | ELECTRONIC GAME-PROVIDING DEVICE, ELECTRONIC GAME DEVICE, ELECTRONIC GAME-PROVIDING PROGRAM, AND ELECTRONIC GAME PROGRAM | 09-01-2016 |
20180021684 | METHOD AND SYSTEM FOR ACCESSING PREVIOUSLY STORED GAME PLAY VIA VIDEO RECORDING AS EXECUTED ON A GAME CLOUD SYSTEM | 01-25-2018 |