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Hironobu Trus Sakaguchi

from Honolulu, HI
Age ~62

Hironobu Sakaguchi Phones & Addresses

  • 1740 S Beretania St PH 1, Honolulu, HI 96826 (808) 927-1888
  • 1740 Beretania St, Honolulu, HI 96826
  • Los Angeles, CA
  • 1740 S Beretania St Ph 1, Honolulu, HI 96826

Business Records

Name / Title
Company / Classification
Phones & Addresses
Hironobu Sakaguchi
Principal
Mistwalker Holdings Inc
Ret Radio/TV/Electronics
500 University Ave, Honolulu, HI 96826
2222 Kalakaua Ave, Honolulu, HI 96815
Hironobu Sakaguchi
Principal
Ace Studios Inc
Misc Personal Services
55 Merchant St, Honolulu, HI 96813

Publications

Us Patents

Role Play System

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US Patent:
7794315, Sep 14, 2010
Filed:
Sep 9, 2005
Appl. No.:
11/221793
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Takehiro Kaminagayoshi - Tokyo, JP
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 13/00
US Classification:
463 9, 463 1
Abstract:
A video game system and method is described in which a player-controlled icon in a map scene represents a group or party of characters, and in response to the icon entering a location on the map scene, automatically dispersing the icon into multiple icons representing the various characters. Upon dispersing, the various characters may automatically move to different areas of the location based on individual character preferences. The player may choose to control one of the characters in the location and interact with one or more characters/objects in the location. The interaction may be recorded as it occurs, and the player may switch control to a different character and play the same interaction from a second character's point of view. Under the second character's point of view, the original interaction and/or its outcome may be changed.

Button Encounter System

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US Patent:
7833096, Nov 16, 2010
Filed:
Sep 9, 2005
Appl. No.:
11/221792
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Takehiro Kaminagayoshi - Tokyo, JP
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 9/24
A63F 13/00
G06F 17/00
G06F 19/00
US Classification:
463 31, 463 8, 463 32, 463 33, 463 34, 463 35, 463 36, 463 37, 463 38, 463 43, 463 44, 463 45, 463 47, 345419, 345421, 345440, 345473, 711100, 711101, 711115, 711131
Abstract:
A video game system and method is described in which map scenes and battle scenes are used. A player character may move through the map scene, and upon encountering enemies to battle, an encounter area may be generated and displayed to show the user which enemies will be included in the subsequent battle scene, and which enemies will not be initially included in the battle scene.

Dynamic Frame System

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US Patent:
7951000, May 31, 2011
Filed:
May 6, 2005
Appl. No.:
11/123875
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Takahiro Kaminagayoshi - Tokyo, JP
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 13/00
US Classification:
463 31
Abstract:
A video game system and method is described in which interactive portions of a display screen are displayed with non-interactive portions having cutscenes. The cutscenes may be related to, or developed from, the events transpiring in the interactive portion of the display screen. The non-interactive cutscenes may be converted into interactive areas, and may be enlarged to take the place of the original interactive portion of the display screen. Animation effects may be used for the various transitions.

Guard Condition System

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US Patent:
7980949, Jul 19, 2011
Filed:
Sep 9, 2005
Appl. No.:
11/221789
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Eiichiro Ishige - Tokyo, JP
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 13/10
US Classification:
463 30
Abstract:
A guard condition system for determining whether to block an attack against a character in a multi-character party within an entertainment game is disclosed. A multi-character party may be divided into multiple lines of battle, such that all characters in more forward lines of battle automatically attempt to block attacks by an enemy against any characters in a more rearward line of battle. Whether a block attempt is successful may depend on a variable referred to as a guard condition value, which may be based on the characters in the multi-character party, the characters in the forward line of battler performing the blocking, and/or other modifiers resulting from the battle itself or from temporary rewards and penalties. When an attack is successful, the attacking character may move to the location of the attacked character such that subsequent attacks are immune from blocking attempts.

Video Game System And Control Method Thereof And Program Of Video Game And Computer Readable Record Medium Recorded With The Program

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US Patent:
20020098885, Jul 25, 2002
Filed:
Mar 29, 2001
Appl. No.:
09/819541
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Assignee:
SQUARE CO. - Tokyo
International Classification:
A63F013/00
US Classification:
463/031000
Abstract:
A network video game pertinently displays information of another character operated by another player without unnecessarily occupying a screen. A player computer capable of connecting to a server via a network displays the other character operated by another computer connected to the server. When a player character operated by the player computer is disposed within a predetermined distance from the other character, information about the other character is displayed near the other character. Because the information of the other character is displayed only when the player character is disposed within a predetermined distance from the other character, the screen is not always occupied by the character information.

Video Game Program And System, Including Control Method And Computer-Readable Medium Therefor, For Determining And Displaying Character Relations

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US Patent:
20020098890, Jul 25, 2002
Filed:
Mar 27, 2001
Appl. No.:
09/817338
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Assignee:
SQUARE CO., Ltd - Tokyo
International Classification:
A63F009/24
US Classification:
463/042000, 463/008000
Abstract:
A network video game for allowing a player to easily grasp a relation between the player's own character and another character. A computer capable of being connected with a server via a network decides whether or not a player's own character manipulated by the computer, and another character manipulated by another computer and connected with the server via the network are in a predetermined relation. If it is decided that the player's own character and another character are in the predetermined relation, another character is displayed in a display mode according to the predetermined relation. The player may thus easily understand the relation between the player's own character and another character by confirming the display on another character.

Household Appliance, Network System, Household Appliance Control Method Using A Network, Computer Program Product Achieving The Control Method, And A Computer-Readable Data Storage Medium

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US Patent:
20020120502, Aug 29, 2002
Filed:
Apr 6, 2001
Appl. No.:
09/826868
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Assignee:
SQUARE CO., LTD. - Tokyo
International Classification:
G06F017/60
US Classification:
705/014000
Abstract:
A network system and home appliance connected to a network effectively utilize data collected from home appliances to achieve more effective advertising and sales promotion using the home appliance. A home appliance (e.g., refrigerator) connects to a service center via a network. Benefit is provided to the consumer by reimbursing the consumer for the power consumed by refrigerator operation. When the consumer places something in the refrigerator, the consumer enters product information using a bar code scanner disposed to the refrigerator, and when removing something from the refrigerator enters the product name and amount used. This information is then sent to the service center, which by collecting information can accurately identify consumer lifestyle preferences. Advertising from a marketing company selected according to the consumer information can then be presented in a timely manner using a display or speakers disposed to the refrigerator.

Variable Action Gauge In A Turn-Based Video Game

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US Patent:
20070060226, Mar 15, 2007
Filed:
Sep 9, 2005
Appl. No.:
11/221788
Inventors:
Hironobu Sakaguchi - Honolulu HI, US
Eiichiro Ishige - Tokyo, JP
Assignee:
Microsoft Corporation - Redmond WA
International Classification:
A63F 13/00
US Classification:
463001000
Abstract:
Methods and systems for affecting a power level of an action performed by a character in a video game are disclosed. In a turn-based video game, a player-character may decide whether to perform the action with a default power level, or to charge the action to a higher predetermined level, and thereby delaying the turn in which the action is performed. The action charges a predetermined amount per turn, and when an action meter is full, the charged action is performed. Actions by other characters, rewards, and penalties in the video game may favorably or adversely affect the rate at which the charge meter charges.

Wikipedia

Hirobu Sakaguchi

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Hironobu Sakaguchi ( , Sakaguchi Hironobu) (born November 25, 1962) is a Japanese game designer, game director and game producer. He is world famous ...

Hironobu Trus Sakaguchi from Honolulu, HI, age ~62 Get Report