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    • 2. 发明申请
    • Message output device, message control method, program, and information recording medium
    • 消息输出设备,消息控制方法,程序和信息记录介质
    • US20070111771A1
    • 2007-05-17
    • US10585706
    • 2005-01-13
    • Satoshi IhoriShinya Fujimatsu
    • Satoshi IhoriShinya Fujimatsu
    • A63F9/24
    • A63F13/54A63F13/10A63F13/53A63F13/837A63F2300/6063A63F2300/8029
    • A battle situation detection unit (205) detects progress status of a battle controlled by a battle control unit (204) and winning and losing statuses of friend and enemy sides. An audio data acquisition unit (209) acquires audio data specified based on the progress status of the battle. The audio data acquisition unit (209) detects winning and losing statuses of the friend and enemy sides at each predetermined timing, and acquires arbitrary matching audio data based on the detected winning and losing statuses. The audio data acquisition unit 209 sends the acquired audio data together with priority orders to a queue buffer (210). An audio output unit (212) reads out the audio data from the queue buffer (210) according to the priority orders, synthesizes an audio signal from the read-out audio data, and outputs audios from a predetermined speaker.
    • 战斗情况检测部(205)检测由战斗控制部(204)控制的战斗的进展状态,并且获胜和丢失朋友和敌方的状态。 音频数据获取单元(209)根据战斗进度状态获取指定的音频数据。 音频数据获取单元(209)在每个预定定时检测朋友和敌方的获胜和丢失状态,并且基于检测到的获胜和丢失状态来获取任意匹配的音频数据。 音频数据获取单元209将获取的音频数据与优先级顺序一起发送到队列缓冲器(210)。 音频输出单元(212)根据优先级顺序从队列缓冲器(210)读出音频数据,从读出的音频数据中合成音频信号,并从预定扬声器输出音频。
    • 4. 发明申请
    • Game Device and Game System
    • 游戏设备和游戏系统
    • US20080032759A1
    • 2008-02-07
    • US11659446
    • 2005-06-30
    • Kazuya Takahashi
    • Kazuya Takahashi
    • A63F9/00
    • A63F13/795A63F13/12A63F13/35A63F2300/408A63F2300/5566
    • A multi-player game system (100) includes a lobby server (3) and a plurality of game devices (A1, A2, . . . and B1, B2, . . . ). When there is a preceding entry game device in a competition waiting state, since the server device has already received an entry request from the preceding entry game device, the lobby server (3) indicates the preceding entry game device as an opponent to a new entry game upon receiving an entry list request from the new entry game device. This indication is issued irrespective of the round of the knockout competition in which each of the new entry game device and the preceding entry game device is. The game device manages the round of the knockout competition in which the game device is, progresses the game device to the next round on the basis of determination as to whether or not the game device has won, and causes a display of the game device to show an image corresponding to the round.
    • 多玩家游戏系统(100)包括大厅服务器(3)和多个游戏装置(A 1,A 2,...和B 1,B 2,...)。 当竞争等待状态中存在前述入场游戏装置时,由于服务器装置已经从前一入门游戏装置接收到进入请求,所以大厅服务器(3)将前一入门游戏装置指示为新条目的对手 从新进入游戏装置接收到条目列表请求的游戏。 不管新进入游戏装置和前一入门游戏装置中的每一个的淘汰赛的轮次如何,都会发出该指示。 游戏装置根据游戏装置是否已经赢得判定,管理游戏装置的淘汰赛的一轮,将游戏装置前进到下一轮,并使游戏装置的显示为 显示对应于该轮的图像。