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    • 1. 发明授权
    • Domino, or the like, placing video game
    • 多米诺骨牌等,放置视频游戏
    • US4530499A
    • 1985-07-23
    • US430558
    • 1982-09-30
    • Jeffrey D. BreslowHoward J. MorrisonRichard A. DittonSteven M. MeyerRobert S. Morrison
    • Jeffrey D. BreslowHoward J. MorrisonRichard A. DittonSteven M. MeyerRobert S. Morrison
    • A63F9/00A63F9/28A63F13/00G06F19/00A63F9/20A63F9/22
    • A63F13/80A63F13/005A63F9/28
    • A method and apparatus for a video game in which a player controllable video player image positions video dominos at predetermined positions along a continuous line while one or more machine controlled video intruder images attempt to interfere. Manual player controls move the player image to place the domino images and to protect against interference by the intruder images which could result in a chain reaction of falling dominos. The player manually selects either a place mode allowing the player image to place additional dominos or a protect mode for protecting itself or the dominos from an intruder. In an alternative embodiment, the player image also knocks over dominos while in the place mode. Duration of play is timed by a machine controlled image proceeding in a peripheral path to knock over the initial domino. Difficulty is increased by the complexity of the domino pattern, the timed duration, and the intruder images.
    • 一种用于视频游戏的方法和装置,其中玩家可控视频播放器图像在一个或多个机器控制的视频入侵者图像尝试干扰的同时沿着连续线的预定位置定位视频多米诺骨牌。 手动播放器控制移动播放器图像以放置多米诺图像并防止入侵者图像的干扰,这可能导致下降的多米诺骨牌的连锁反应。 玩家手动选择允许玩家图像放置额外的多米诺骨牌的地方模式或用于保护自身或多米诺骨牌从入侵者的保护模式。 在替代实施例中,在地方模式下,玩家图像也敲击多米诺骨牌。 播放的持续时间由在外围路径中进行的机器控制的图像计时以敲击初始的多米诺骨牌。 多米诺骨牌模式的复杂性,持续时间和入侵者图像的难度增加。
    • 5. 发明授权
    • Microprocessor controlled game apparatus
    • 微处理器控制游戏机
    • US4240638A
    • 1980-12-23
    • US867583
    • 1978-01-06
    • Howard J. MorrisonRalph H. BaerJeffrey D. Breslow
    • Howard J. MorrisonRalph H. BaerJeffrey D. Breslow
    • A63F9/24G06F19/00A63F9/00
    • A63F9/24A63F3/00643A63F9/0078
    • An electronic game having a field of play arranged in an array as a key board of individually operable key pad switches defining array positions on which one or more players attempt to discover a hidden maze path from a designated starting point. A player wins or completes the game when the maze path is traversed from start to finish. The device utilizes a microprocessor to control the progress of the game, generate different maze paths for each play of the game, monitor the entry of key board information, and control the output of indications to the players as to the progress of the game. The microprocessor also controls the generation of distinct aural tones and/or tone sequences representing each players' turn, incorrect moves, not responding within the time period for a move, the duration of each player's turn, and a game completion message. In an alternative scheme of play, two players start at opposite ends of a common maze path and attempt to reach other others' starting point. In other schemes of play, penalties are programmed into the microprocessor requiring a player to return to start upon operation of an incorrect key pad. The microprocessor in other schemes of play is programmed to control reaction/memory games. For example, one or more players actuate key pad switches until eliminated upon operation of a key pad switch position previously operated, the players attempting to remember the status of active/inactive array positions or key pads.
    • 具有排列成阵列的场地的电子游戏作为单独操作的键盘开关的键盘,其定义了一个或多个玩家尝试从其指定的起始点发现隐藏的迷宫路径的阵列位置。 当迷宫路径从开始到结束时,玩家赢得或完成游戏。 该装置利用微处理器来控制游戏的进度,为游戏的每个游戏产生不同的迷宫路径,监视关键板信息的输入,并且根据游戏的进度来控制玩家的指示输出。 微处理器还控制代表每个玩家的转弯,不正确的移动,在移动的时间段内没有响应,每个玩家的回合的持续时间和游戏完成消息的不同的听觉音调和/或音调序列的产生。 在另一个游戏方案中,两名玩家从共同迷宫路径的两端开始,试图达到其他人的起点。 在其他播放方案中,处罚程序被编程到微处理器中,要求播放器在操作不正确的键盘时返回开始。 其他播放方案中的微处理器被编程为控制反应/记忆游戏。 例如,一个或多个玩家致动键盘开关,直到在操作先前操作的键盘开关位置的操作被消除时,玩家尝试记住有源/非活动阵列位置或键盘的状态。
    • 6. 发明授权
    • Board game apparatus and chance means
    • 棋盘游戏机和机会手段
    • US4171813A
    • 1979-10-23
    • US876411
    • 1978-02-10
    • Wayne A. KunaHoward J. MorrisonJeffrey D. Breslow
    • Wayne A. KunaHoward J. MorrisonJeffrey D. Breslow
    • A63F5/00A63F5/04A63F3/00
    • A63F5/04A63F5/0041
    • A chance device for randomly selecting one of a plurality of radial directions on a game board. The device includes a housing defining an internal cavity and a plurality of light transmitting apertures defined generally around the periphery of the housing. An illuminator is rotatably mounted within the housing by an indexing mechanism causing the illuminator to stop adjacent one of the apertures. The chance device further includes a switch for alternately energizing the illuminating device at the termination of rotation to direct a flashing beam through the selected aperture. The game board includes a position for mounting the chance device and radial indicia extending away from the chance device in directions aligned with the apertures defined in the housing.
    • 一种用于在游戏板上随机选择多个径向方向之一的机会装置。 该装置包括限定内腔的壳体和大致围绕壳体的周边限定的多个透光孔。 照明器通过分度机构可旋转地安装在壳体内,使得照明器停止在一个孔附近。 机会装置还包括用于在旋转终止时交替地激励照明装置以将闪光束引导通过所选择的光圈的开关。 游戏板包括用于安装机会装置的位置和沿着与限定在壳体中的孔对准的方向远离机会装置延伸的径向标记。
    • 9. 发明授权
    • Microcomputer controlled electronic game apparatus
    • 微电脑控制电子游戏机
    • US4216965A
    • 1980-08-12
    • US865898
    • 1977-12-30
    • Howard J. MorrisonRalph H. BaerJeffrey D. Breslow
    • Howard J. MorrisonRalph H. BaerJeffrey D. Breslow
    • A63F9/24A63B71/04
    • A63F9/24A63F3/00643A63F2003/00649A63F2003/00652A63F2009/2402A63F2009/247A63F2009/2477A63F2011/0083
    • A sequence association game in which a participant may play one or more games against the machine and/or other participants utilizes a microprocessor for controlling the play of the games and also for generating a random sequence for each play of the game. The machine generates a random sequence correspondence between a plurality of participant actuated controls and a plurality of machine actuated indicators. The participant attempts to actuate the indicators by correctly establishing the random-generated correspondence between the controls and the indicators in an attempt to actuate all the indicators in sequence such as from left to right. The participant attempts to actuate the indicators with the least number of attempts by attempting to remember the association between respective controls and indicators from previous attempts. When played between two participants, each participant attempts to actuate or deactuate a designated set of indicators by operating a designated set of controls with the participant first succeeding being the winner. Two participants may also play with one participant starting from the left of the indicator sequence and one participant starting at the right with each attempting to actuate the maximum number of indicators with play proceeding until all the indicators are actuated.
    • 其中参与者可以针对机器和/或其他参与者玩一个或多个游戏的序列关联游戏利用微处理器来控制游戏的播放,并且还用于为游戏的每个游戏生成随机序列。 机器在多个参与者激活的控制器和多个机器致动指示器之间生成随机序列对应关系。 参与者尝试通过正确地建立控制和指示器之间的随机生成的对应关系来激励指标,以试图按照从左到右依次启动所有指标。 参与者尝试通过尝试记住以前尝试中相应控件和指示符之间的关联来以最少尝试次数来启动指标。 在两名参赛者之间进行比赛时,每名参赛者都会尝试通过操作指定的一组控制来启动或停用指定的一组指标,参与者首先是获胜者。 两个参与者也可以从指示符序列的左侧开始一个参与者,一个参与者从右边开始,每个参与者尝试在播放进行时致动最大数量的指示,直到所有指示器被启动。
    • 10. 发明授权
    • Ball bounce game using electromagnetic beams
    • 球反弹游戏使用电磁束
    • US07102119B1
    • 2006-09-05
    • US11064688
    • 2005-02-24
    • Jeffrey D. BreslowZarko StambolicKarl R. Meyer
    • Jeffrey D. BreslowZarko StambolicKarl R. Meyer
    • H01J40/14A63B37/00
    • A63B67/002A63B71/0605A63H2200/00
    • The present invention is a computerized game device or game playing method for use with objects such as balls and a generally planar surface. The game device may comprise at least two electromagnetic beam transmitters arranged to emit electromagnetic beams and at least two corresponding electromagnetic beam receivers generating signals. The game device further comprises a support for the transmitters and receivers having a surface shaped to rest stably against the planar surface, the support positioning each transmitter to emit its electromagnetic beam parallel to the other beams and parallel to the planar surface, the support positioning each receiver to receive one of the electromagnetic beams, and the support shaped to permit the objects to pass through the beams and to strike the planar surface without striking the support. The game device further comprises a game computer arranged to receive signals from the receivers and programmed to implement at least one game where performance is judged by analysis of the signals received from the receivers.
    • 本发明是一种计算机化游戏装置或游戏方法,用于与诸如球和大致平坦的表面之类的物体。 游戏装置可以包括布置成发射电磁波束的至少两个电磁波束发射器和产生信号的至少两个对应的电磁波束接收器。 游戏装置还包括对具有成形为能够平稳地靠在平面上的表面成形的发射器和接收器的支撑件,支撑件将每个发射器定位以发射其平行于其他光束并平行于平面的电磁波束,支撑件将每个 接收器以接收电磁束中的一个,并且支撑件被成形为允许物体穿过梁并且撞击平坦表面而不会撞击支撑件。 游戏装置还包括游戏计算机,该游戏计算机被布置为从接收器接收信号并被编程以实现至少一个游戏,其中通过从接收器接收的信号的分析来判断性能。