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1. WO2021079591 - COMPUTER SYSTEM AND GAME SYSTEM

Publication Number WO/2021/079591
Publication Date 29.04.2021
International Application No. PCT/JP2020/030590
International Filing Date 11.08.2020
IPC
A63F 13/30 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
30Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
A63F 13/497 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
45Controlling the progress of the video game
49Saving the game status; Pausing or ending the game
497Partially or entirely replaying previous game actions
A63F 13/5375 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
50Controlling the output signals based on the game progress
53involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display or displaying a laser sight in a shooting game
537using indicators, e.g. showing the condition of a game character on screen
5375for graphically or textually suggesting an action, e.g. by displaying an arrow indicating a turn in a driving game
A63F 13/55 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
55Controlling game characters or game objects based on the game progress
A63F 13/79 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
70Game security or game management aspects
79involving player-related data, e.g. identities, accounts, preferences or play histories
A63F 13/833 2014.01
AHUMAN NECESSITIES
63SPORTS; GAMES; AMUSEMENTS
FCARD, BOARD OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
13Video games, i.e. games using an electronically generated display having two or more dimensions
80Special adaptations for executing a specific game genre or game mode
833Hand-to-hand fighting, e.g. martial arts competition
Applicants
  • 株式会社バンダイナムコエンターテインメント BANDAI NAMCO ENTERTAINMENT INC. [JP]/[JP]
Inventors
  • 池田 幸平 IKEDA Kohei
  • 齋藤 竜 SAITO Ryo
  • 飛田 武 HIDA Takeshi
Agents
  • 黒田 泰 KURODA Yasushi
  • 竹腰 昇 TAKEKOSHI Noboru
  • 井上 一 INOUE Hajime
Priority Data
2019-19471225.10.2019JP
Publication Language Japanese (JA)
Filing Language Japanese (JA)
Designated States
Title
(EN) COMPUTER SYSTEM AND GAME SYSTEM
(FR) SYSTÈME INFORMATIQUE ET SYSTÈME DE JEU
(JA) コンピュータシステム及びゲームシステム
Abstract
(EN)
A computer system according to the present invention detects the generation of an action exchange in which a player character and an opponent character exchange actions by one character performing a first action and the other character performing a second action. On the basis of a first recovery time based on the first action, a second recovery time based on the second action, and the time difference between the first recovery time and the second recovery time, a recommended candidate action that is recommended to be performed after the recovery time (hereinafter, “player recovery time”) for the action performed by the player character has elapsed is presented to the player if the player recovery time is shorter than the recovery time for the action performed by the opponent character.
(FR)
Un système informatique selon la présente invention détecte la génération d'un échange d'actions dans lequel un personnage joueur et un personnage adversaire échangent des actions, l'un des personnages effectuant une première action et l'autre personnage effectuant une seconde action. Sur la base d'un premier temps de récupération basé sur la première action, d'un second temps de récupération basé sur la seconde action, et de la différence de temps entre le premier temps de récupération et le second temps de récupération, une action candidate recommandée, dont l'exécution est recommandée après que le temps de récupération (ci-après, " temps de récupération du joueur ") pour l'action effectuée par le personnage joueur s'est écoulé, est présentée au joueur si le temps de récupération du joueur est plus court que le temps de récupération du personnage adversaire pour l'action effectuée par ce dernier.
(JA)
コンピュータシステムは、プレーヤキャラクタ及び相手キャラクタのうちの一方が第1のアクションを行い、他方が第2のアクションを行うことによる互いがアクションを交わすアクション応酬が発生したことを検出する。第1のアクションに基づく第1の硬直時間と、第2のアクションに基づく第2の硬直時間と、当該第1の硬直時間と当該第2の硬直時間との時間差と、に基づいて、相手キャラクタが行ったアクションに係る硬直時間よりもプレーヤキャラクタが行ったアクションに係る硬直時間(以下「自硬直時間」という)の方が短い場合に、当該自硬直時間の経過後に行うことを推奨する推奨候補アクションを、プレーヤに提示する。
Also published as
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