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    • 1. 发明申请
    • VIDEO GAME APPARATUS, VIDEO GAME PROCESSING PROGRAM, PROGRAM RECORDING MEDIUM, AND VIDEO GAME PROCESSING METHOD
    • 视频游戏设备,视频游戏处理程序,程序记录媒体和视频游戏处理方法
    • US20080293466A1
    • 2008-11-27
    • US12113446
    • 2008-05-01
    • Takeshi ARAKAWATatsuya KANDOTomohiro HASEGAWA
    • Takeshi ARAKAWATatsuya KANDOTomohiro HASEGAWA
    • A63F9/24
    • A63F13/46A63F13/10A63F13/45A63F13/55A63F13/58A63F13/69A63F13/822A63F13/833A63F13/85A63F2300/575A63F2300/609A63F2300/807
    • In a video game that progresses a game using a limited number of items, the game can be made more interesting. In an area data table 126-1 of a first area, a brand ‘CAT’ having a previous brand point ‘14%’ is ‘BEST 1’, and a brand ‘BOAR’ having a previous brand point ‘13%’ is ‘BEST 2’. In addition, a brand ‘TIGER’ having a previous brand point ‘3%’ is ‘WORST 2’, and a brand ‘RAT’ having a previous brand point ‘2%’ is ‘WORST 1’. Accordingly, if a player character executes a battle against an enemy character in the first area, when an item of the brand ‘CAT’, which is ‘BEST 1’, is used, its power becomes three times higher than a reference power, and when an item of the brand ‘BOAR’, which is ‘BEST 2’, is used, its power becomes one and half times higher than the reference power. In addition, when an item of the brand ‘TIGER’, which is ‘WORST 2’, is used, its power becomes 0.5 times lower than the reference power, and an item of the brand ‘RAT’, which is ‘WORST 1’, becomes unavailable.
    • 在使用有限数量的项目进行游戏的视频游戏中,游戏可以变得更有趣。 在第一区域的区域数据表126-1中,具有先前品牌点“14%”的品牌“CAT”是“BEST 1”,具有先前品牌点“13%”的品牌“BOAR”是“ 最佳2'。 此外,以前品牌“3”的品牌“TIGER”是“WORST 2”,而以前品牌“2%”品牌的“RAT”则是“WORST 1”。 因此,如果玩家角色在第一区域中对敌人角色进行战斗,则当使用“BEST1”的品牌“CAT”的项目时,其功率比参考功率高三倍, 当使用“BEST 2”品牌“BOAR”的商品时,其功率比参考功率高一倍以上。 此外,当使用“WORST 2”品牌的“TIGER”品牌时,其功率比参考功率低0.5倍,而品牌“RAT”的项目“WORST 1” ,变得不可用。
    • 4. 发明申请
    • VIDEO GAME PROCESSING APPARATUS, VIDEO GAME PROCESSING METHOD, AND VIDEO GAME PROCESSING PROGRAM
    • 视频游戏处理设备,视频游戏处理方法和视频游戏处理程序
    • US20080146333A1
    • 2008-06-19
    • US11946391
    • 2007-11-28
    • Tatsuya KANDOTomohiro HASEGAWATakeshi ARAKAWA
    • Tatsuya KANDOTomohiro HASEGAWATakeshi ARAKAWA
    • A63F9/24G06F17/00
    • A63F13/327A63F13/12A63F13/34A63F2300/405A63F2300/408
    • To increase a variety in playing a game, while achieving an effective utilization of a communication function, by actively using, in a video game, various kinds of information communicated between game apparatus when exchanging information relating to the game by means of wireless communication. Referring to various kinds of information, such as terminal category information, which indicates a category of a terminal transmitted and received by means of wireless communication between a game apparatus main body 10 and another game apparatus main body, terminal identification information for identifying the terminal, software identification information for identifying software of a video game being used in the apparatus main body, and communication history information, which indicates a history of the communication, exchangeable information, which indicates information exchangeable between the apparatus main bodies, is transmitted and received, and the received exchangeable information is converted into usable information, which indicates information usable in a video game of the game apparatus main body 10, and used.
    • 为了增加玩游戏的种类,通过在视频游戏中积极使用通过无线通信交换与游戏有关的信息时在游戏装置之间传递的各种信息,在实现通信功能的有效利用的同时, 参照各种信息,例如表示通过游戏装置主体10与其他游戏装置主体之间的无线通信而发送和接收的终端的类别的终端类别信息,用于识别终端的终端识别信息, 用于识别在装置主体中使用的视频游戏的软件的软件识别信息和指示通信历史的通信历史信息,指示装置主体之间可交换的信息的可交换信息被发送和接收,以及 所接收的可交换信息被转换为可用信息,该信息指示可用于游戏装置主体10的视频游戏中的信息并被使用。
    • 5. 发明申请
    • VIDEO GAME PROCESSING APPARATUS, A METHOD AND A COMPUTER PROGRAM PRODUCT FOR PROCESSING A VIDEO GAME
    • 视频游戏处理设备,用于处理视频游戏的方法和计算机程序产品
    • US20080139310A1
    • 2008-06-12
    • US11947367
    • 2007-11-29
    • Tatsuya KANDOTomohiro HASEGAWATakeshi ARAKAWA
    • Tatsuya KANDOTomohiro HASEGAWATakeshi ARAKAWA
    • G06F19/00
    • A63F13/31A63F13/005A63F13/12A63F13/45A63F13/58A63F13/73A63F2300/40A63F2300/807
    • Game information delivered from other video game processing apparatus different from a player's own video game processing apparatus is received via radio communication. Conditional read data and unconditional read data are stored in an information storage as the game information received by the information receiver. The conditional read data cannot be read when a specific condition is met, while the unconditional read data can be read unconditionally. It is determined whether or not the specific condition is met during progress of the video game. When the game information indicates the unconditional read data, the unconditional read data are set to readable in the case where the unconditional read data are stored in the information storage. On the other hand, when the game information indicates the conditional read data, the conditional read data are set to readable in the case where it is determined that the specific condition is met.
    • 从播放器本身的视频游戏处理装置不同的其他视频游戏处理装置传送的游戏信息经由无线通信被接收。 条件读取数据和无条件读取数据作为由信息接收器接收的游戏信息存储在信息存储器中。 当满足特定条件时,无条件读取数据无法读取,而无条件读取数据可以无条件读取。 在视频游戏进行期间确定是否满足特定条件。 当游戏信息指示无条件读取数据时,在无条件读取数据存储在信息存储器中的情况下,无条件读取数据被设置为可读。 另一方面,当游戏信息指示条件读取数据时,在确定满足特定条件的情况下,条件读取数据被设置为可读。