1460914229-273223a1-9bb7-4241-a09f-7d7aed86aa20

1. A system of a first user with a first device, a second user with a second device, a collision server and a server; where the user uses the first device to contact the server; where the server makes an Universal Resource Locator (URL) containing an identifier of an address of the first device; where the server sends the URL to the collision server; where the users collide their devices; where the collision server sends the URL to the second device; where the second device sends the URL to the server; where the server sends data to the devices to perform a multiuser application.
2. The method of claim 1, where the application is a game.
3. The method of claim 1, where the application is a collaborative workspace.
4. The method of claim 1; where the first device makes an URL encoding its address;
where the first device sends the URL to the collision server; where the users collide their devices; where the collision server sends the URL to the second device; where the second device sends the URL to the server; where the server decodes the URL to find the address of the first device; where the server sends data to the devices to perform a multiuser application.
5. The method of claim 4, where the application is a game.
6. The method of claim 4, where the application is a collaborative workspace.
7. The method of claim 1, where the server controls several screens; where the server sends locations of the screens to the collision server; where the users collide their devices; where the collision server finds the locations of the users; where the collision server sends to the first device a list of nearby screens; where the first user picks a screen; where the collision server sends to the server the addresses of the devices and an identifier of the screen; where the server sends pages to the devices; where selectable items on the pages let the users control the screen.
8. The method of claim 7, where the screen is initially controlled by a third user; where the first and second users collide their devices; where the server divides the screen into a first section and a second section; where control of the first section is given to the third user; where control of the second section is given to the first and second users.
9. A system of a mobile device with a camera, a computer showing a barcode on a screen; where the barcode encodes an URL; where the mobile device decodes the barcode; where the mobile device accesses a server of the URL; where the server sends images to the screen; where the server sends a page of controls for the screen to the mobile device; where the page has buttons that act as horizontal and vertical sliders; where the page has a button that acts as a return key; where the page has a button that acts as a tab key; where the page has a button that acts as a refresh button; where the page has a button that acts as a stop downloading button; where the page has a text input widget that acts as a text input field for the screen.
10. A system of a first user with a Head Mounted Device (HMD), a first computer showing a barcode on a screen, the barcode encoding an URL, a second user with a second computer; where a camera of the HMD sends images of the screen to the second computer; where the first user uses the HMD to decode the barcode; where the HMD accesses a server of the URL; where the server sends a page of controls to the HMD; where the first user selects items in the page; where the server changes the screen.
11. The method of claim 10, where the page plays an audio; where the HMD sends the audio to the second computer; where the second computer plays the audio.
12. The method of claim 10, where the HMD sends the page to the second computer; where the second user selects items in the page; where the selections are sent to the HMD; where the HMD sends the selections to the server; where the server changes the screen.
13. The method of claim 10, where the loading of the URL into a browser is done by the second computer; where the server sends a page of controls to the second computer; where the second user picks items in the page; where the server changes the screen.
14. The method of claim 10, where the HMD makes a second page of controls from the page of controls; where the controls in the second page are a subset of the controls in the page of controls; where the HMD sends the second page to the second computer.
15. The method of claim 10, where the first user types a text or speaks an audio into the HMD; where the HMD sends the text or audio to the second computer; where the second computer shows the text or plays the audio to the second user.
16. The method of claim 10, where the second user types text or speaks audio into the second computer; where the second computer sends the text or the audio to the HMD; where the HMD shows the text or plays the audio for the first user.
17. The method of claim 15, where text from the second user is received by the HMD and played as audio.
18. The method of claim 10, where the HMD sends images from its camera to two or more remote computers;
19. The method of claim 18, where the HMD sends a page of controls to two or more remote computers; where the HMD collects the choices of selected items from the remote users; where the most popular choices are sent to the server.
20. The method of claim 18, where the remote computers decode the barcode; where the remote computers contact the server; where the server returns pages; where selections made in the pages are sent to the server; where the server changes the screen.

The claims below are in addition to those above.
All refrences to claim(s) which appear below refer to the numbering after this setence.

What is claimed is:

1. A gaming machine for allowing a player to enter an action command of a player character to proceed a game, the gaming machine comprising:
an operation unit that allows the player to enter the action command;
a display controller that displays the player character and an enemy character on a display for displaying the progress of the game and displaying a battle between the player character and the enemy character on the display; and
a status controller that changes a status of the player character when a predetermined condition is satisfied.
2. The gaming machine as claimed in claim 1, wherein the status controller determines whether or not the condition is satisfied based on a number of times a battle has been fought between the player character and the enemy character.
3. The gaming machine as claimed in claim 1, wherein the status controller determines whether or not the condition is satisfied based on a number of times the player character has encountered a specific episode with the progress of the game.
4. The gaming machine as claimed in claim 1, wherein the status controller determines whether or not the condition is satisfied based on a number of times a map of the game in which the player character is positioned has been switched.
5. The gaming machine as claimed in claim 1, wherein the status controller determines whether or not the condition is satisfied based on a moving distance of the player character on the map in the game.
6. The gaming machine as claimed in claim 1, wherein the status controller changes the status of the player character during a period when a battle is not fought between the player character and the enemy character.
7. The gaming machine as claimed in claim 1, wherein the status controller changes the condition when the player character is equipped with a predetermined accessory.
8. The gaming machine as claimed in claim 1, wherein the status controller changes the status of the player character independently of changing the status based on the condition when the player character uses a predetermined item.
9. The gaming machine as claimed in claim 1 further comprising:
a skill parameter storage that stores a parameter indicating a skill of the player character concerning a battle; and
a status table storage that stores a status table for indicating a relationship among different types of status to which the player character can belong, the effect of each of the different types of status on the parameter, and a condition for changing the status of the player character to at least one of the different types of status,
wherein when the condition indicated in the status table stored in the status table storage is satisfied, the status controller changes the status of the player character to the status corresponding to the condition which is satisfied.
10. The gaming machine as claimed in claim 1, wherein the status controller:
virtually provides a reference line, a reference point set on the reference line, and a cross line for crossing the reference line on a predetermined period;
moves the relative position between the reference point and the cross line by a predetermined moving distance in response to an event occurring with the progress of the game; and
when the cross line coincides with the reference point, determines that the condition occurs and changes the status of the player character.
11. The gaming machine as claimed in claim 10, wherein the display controller displays the relative positional relationship between the reference point and the cross line on the display in response to entry operation of the player through the operation unit.
12. The gaming machine as claimed in claim 10, wherein the status controller:
provides a plurality of the cross lines; and
moves the relative position between the reference point and each of the plurality of cross lines by a predetermined moving distance in response to an event occurring with the progress of the game.
13. The gaming machine as claimed in claim 12, wherein the status controller changes the status of the character player to a different status in response to the number of the cross lines coinciding with the reference point.
14. The gaming machine as claimed in claim 12, wherein the status controller changes the status of the character player to a different status in response to which of the cross lines coincides with the reference point.
15. The gaming machine as claimed in claim 10, wherein the status controller determines that an event occurs as a battle is fought between the player character and the enemy character, and moves the relative position between the reference point and the cross line by the predetermined moving distance.
16. The gaming machine as claimed in claim 10, wherein the status controller determines that an event occurs as the player character encounters a specific episode with the progress of the game, and moves the relative position between the reference point and the cross line by the predetermined moving distance.
17. The gaming machine as claimed in claim 10, wherein the status controller determines that an event occurs as a map of the game in which the player character is positioned is switched, and moves the relative position between the reference point and the cross line by the predetermined moving distance.
18. The gaming machine as claimed in claim 10, wherein the status controller determines that an event occurs in response to the moving distance of the player character on a map in the game, and moves the relative position between the reference point and the cross line by the predetermined moving distance.
19. The gaming machine as claimed in claim 10, wherein the status controller changes the status of the player character when a battle is not fought between the player character and the enemy character.
20. The gaming machine as claimed in claim 10, wherein the status controller changes the period on which the cross line crosses the reference line if the player character is equipped with a predetermined accessory.
21. The gaming machine as claimed in claim 10, wherein the status controller changes the status of the player character independently of changing the status based on the condition when the player character uses a predetermined item.
22. A computer-readable program product for storing a gaming program for causing a computer to execute the steps of:
allowing a player to enter an action command of a player character to proceed a game;
displaying the player character and an enemy character on a display for displaying the progress of the game and displaying a battle between the player character and the enemy character; and
changing the status of the player character when a predetermined condition is satisfied.
23. The program product as claimed in claim 22, wherein in changing the status, whether or not the condition is satisfied is determined based on a number of times a battle has been fought between the player character and the enemy character.
24. The program product as claimed in claim 22, wherein in changing the status, whether or not the condition is satisfied is determined based on a number of times the player character has encountered a specific episode with the progress of the game.
25. The program product as claimed in claim 22, wherein in changing the status, whether or not the condition is satisfied is determined based on a number of times a map of the game in which the player character is positioned has been switched.
26. The program product as claimed in claim 22, wherein in changing the status, whether or not the condition is satisfied is determined based on a moving distance of the player character on a map in the game.
27. The program product as claimed in claim 22, wherein in changing the status, the status of the player character is changed during a period when a battle is not fought between the player character and the enemy character.
28. The program product as claimed in claim 22, wherein in changing the status, the condition is changed when the player character is equipped with a predetermined accessory.
29. The program product as claimed in claim 22, wherein in changing the status, the status of the player character is changed independently of changing the status based on the condition when the player character uses a predetermined item.
30. The program product as claimed in claim 22, wherein a parameter indicating a skill of the player character concerning a battle is stored,
wherein a status table for indicating the relationship among different types of status to which the player character can belong, the effect of each of the different types of status on the parameter, and a condition for changing the status of the player character to at least one of the different types of status is stored, and
wherein in changing the status, when the condition indicated in the status table is satisfied, the status of the player character is changed to the status corresponding to the condition which is satisfied.
31. The program product as claimed in claim 22, wherein in changing the status:
a reference line, a reference point set on the reference line, and a cross line for crossing the reference line on a predetermined period are virtually provided;
the relative position between the reference point and the cross line is moved by a predetermined moving distance in response to an event occurring with the progress of the game; and
when the cross line coincides with the reference point, the condition is determined to occur, and the status of the player character is changed.
32. The program product as claimed in claim 31, wherein the relative positional relationship between the reference point and the cross line is displayed on the display in response to entry operation of the player.
33. The program product as claimed in claim 31, wherein in changing the status:
a plurality of the cross lines are provided; and
the relative position between the reference point and each of the plurality of cross lines is moved by a predetermined moving distance in response to an event occurring with the progress of the game.
34. The program product as claimed in claim 33, wherein in changing the status, the status of the character player is changed to a different status in response to the number of the cross lines coinciding with the reference point.
35. The program product as claimed in claim 33, wherein in changing the status, the status of the character player is changed to a different status in response to which of the cross lines coincides with the reference point.
36. The program product as claimed in claim 31, wherein in changing the status, an event is determined to occur as a battle is fought between the player character and the enemy character, and the relative position between the reference point and the cross line is moved by the predetermined moving distance.
37. The program product as claimed in claim 31, wherein in changing the status, an event is determined to occur as the player character encounters a specific episode with the progress of the game, and the relative position between the reference point and the cross line is moved by the predetermined moving distance.
38. The program product as claimed in claim 31, wherein in changing the status, an event is determined to occur as a map of the game in which the player character is positioned is switched, and the relative position between the reference point and the cross line is moved by the predetermined moving distance.
39. The program product as claimed in claim 31, wherein in changing the status, an event is determined to occur in response to the moving distance of the player character on the map in the game, and the relative position between the reference point and the cross line is moved by the predetermined moving distance.
40. The program product as claimed in claim 31, wherein in changing the status, the status of the player character is changed when a battle is not fought between the player character and the enemy character.
41. The program product as claimed in claim 31, wherein in changing the status, the period on which the cross line crosses the reference line is changed if the player character is equipped with a predetermined accessory.
42. The program product as claimed in claim 31, wherein in changing the status, the status of the player character is changed independently of changing the status based on the condition if the player character uses a predetermined item.