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    • 121. 发明专利
    • Game machine
    • 游戏机
    • JP2013048837A
    • 2013-03-14
    • JP2011189771
    • 2011-08-31
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • FUJII YOSHITAKA
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine which can continue a sense of expectation of a player even when transiting to a performance mode in game machines capable of shifting the performance mode according to a game state.SOLUTION: When a determination result by a lottery means is third special determination information not pertinent to first special determination information and second special determination information, a performance control means derives a determination result indicating that the determination result by the lottery means is the third special determination information at a lapse of predetermined time. Contrarily, when the determination result by the lottery means is the second special determination information, the performance control means derives a determination result indicating that the determination result is the second special determination information at a lapse of specific time shorter than the predetermined time. During the specific time required for deriving the determination result indicating that the determination result by the lottery means is the second special determination information, and even after the determination result is derived at a lapse of the specific time, a special performance is executed until the predetermined time passes.
    • 要解决的问题:提供一种游戏机,其能够在能够根据游戏状态转换演奏模式的游戏机中转移到演奏模式时继续对玩家的期望感。 解决方案:当彩票单元的确定结果是与第一特殊确定信息和第二特殊确定信息不相关的第三特殊确定信息时,性能控制装置导出指示彩票装置的确定结果为 经过预定时间的第三特殊确定信息。 相反,当彩票装置的确定结果是第二特殊确定信息时,性能控制装置在比预定时间短的特定时间经过指示确定结果是第二特殊确定信息的确定结果。 在得到指示彩票单位的确定结果为第二特定确定信息的确定结果所需的特定时间内,并且即使在经过特定时间之后导出确定结果之后,执行特殊表演直到预定 时间流逝。 版权所有(C)2013,JPO&INPIT
    • 122. 发明专利
    • Gaming machine
    • 游戏机
    • JP2013048775A
    • 2013-03-14
    • JP2011188870
    • 2011-08-31
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • KANAZAWA HIDEHIKOKAWAI TOMOSHIGEAMANO TAKAYUKINAKAMURA TATSUYAYOSHIZAWA TAKASHIYAMADA YUTAKATATEYAMA TADAHIDEITO HIROYASUSAKANOUE KIMIOKUMAGAI MINORUKUDO TSUNENORI
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine for suppressing a decrease in an essential rate of operation of a game machine by effectively restricting frequent leavings from one's seat at the game machine and unneeded leaving from one's seat.SOLUTION: Initial remaining time when a player can have a break for 60 minutes and the number of remaining times when the player can have a break (10 times) are recorded on a card in advance. Then, at each break processing, the break time and the number of break times are subtracted from the remaining break time and the number of remaining break times recorded on the card inserted in a CR unit for updating. Thus, accumulation time during which and the number of times that the player can have a break have an upper limit, and the player cannot have a break if the upper limit is exceeded. Also, if the accumulated break time exceeds 60 minutes during break, the player cannot restart the game.
    • 要解决的问题:提供一种游戏机,用于通过有效地限制游戏机上的座位的频繁离开和不必要的从座位离开来抑制游戏机的基本操作速度的降低。

      解决方案:玩家可以休息60分钟的初始剩余时间和玩家可以休息(10次)的剩余时间数量预先记录在卡上。 然后,在每次中断处理中,从插入到用于更新的CR单元的卡上记录的剩余中断时间和剩余中断次数减去中断时间和中断次数。 因此,玩家可以休息的累积时间和次数具有上限,如果超过上限,则玩家不能休息。 此外,如果在休息期间累计中断时间超过60分钟,则玩家无法重新开始游戏。 版权所有(C)2013,JPO&INPIT

    • 123. 发明专利
    • Game machine
    • 游戏机
    • JP2013048771A
    • 2013-03-14
    • JP2011188866
    • 2011-08-31
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • KANAZAWA HIDEHIKOKAWAI TOMOSHIGEAMANO TAKAYUKINAKAMURA TATSUYAYOSHIZAWA TAKASHIYAMADA YUTAKATATEYAMA TADAHIDEITO HIROYASUSAKANOUE KIMIOKUMAGAI MINORUKUDO TSUNENORI
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine for suppressing a decrease in an essential rate of operation of a game machine by effectively restricting frequent leavings from one's seat at the game machine and unneeded leavings from one's seat.SOLUTION: When a player leaves one's seat during a game, the player selects either a meal break or a toilet break by operating a touch panel. The meal break is allowed only for 30 minutes and two times. Also, the player cannot take a meal break in less than 60 minutes from the last break or when the number of stored balls is less than 1,000, while the player can take a toilet break for 10 minutes for up to five times. When 20 minutes pass after the last break and the number of stored balls is 250, the player can take a toilet break.
    • 要解决的问题:提供一种游戏机,用于通过有效地限制游戏机上的座位的频繁离开和不必要的从座位离开来抑制游戏机的基本操作速度的降低。

      解决方案:当玩家在游戏过程中离开座位时,玩家可以通过操作触摸屏来选择休息或休息时间。 餐休息时间仅允许30分钟和2次。 此外,玩家不能在上次休息时间不到60分钟内休息或者存储的球数少于1000次的时间休息,而玩家可以休息10分钟多达五次。 最后一次休息20分钟后,存储的球数为250,玩家可以休息一下。 版权所有(C)2013,JPO&INPIT

    • 124. 发明专利
    • Game machine
    • 游戏机
    • JP2013048751A
    • 2013-03-14
    • JP2011188708
    • 2011-08-31
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • HAYASHI KENJIIKUTA SHOHEI
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine that protects more reliably data to be used for a performance which can be executed at predetermined timing after installation of the game machine in a hall.SOLUTION: It is determined whether a performance release flag is OFF or not (S2901). When the flag is OFF, processing is performed as to whether to turn on the performance release flag. Encrypted information held in a RAM is decrypted (S2902) thereby to acquire a release permission condition (S2903). It is determined whether there is an event that meets the acquired release permission condition (S2904). When there is the event (Yes in S2904), the performance release flag is set to ON in the RAM (S2905). When there is no event (No in S2904), performance release flag processing is terminated without setting the performance release flag.
    • 要解决的问题:提供一种游戏机,其保护更可靠地将数据用于可在游戏机安装在大厅中之后的预定定时执行的性能。 解决方案:确定演奏释放标志是否关闭(S2901)。 当标志为OFF时,执行关于是否打开演奏释放标志的处理。 解密保存在RAM中的加密信息(S2902),从而获取释放许可条件(S2903)。 确定是否存在满足获取的释放许可条件的事件(S2904)。 当有事件(S2904中为“是”)时,RAM中的性能释放标志设置为ON(S2905)。 当没有事件(S2904中为否)时,性能释放标志处理在不设置性能释放标志的情况下终止。 版权所有(C)2013,JPO&INPIT
    • 125. 发明专利
    • Game machine and authentication method of electronic device
    • 电子设备的游戏机和认证方法
    • JP2013048672A
    • 2013-03-14
    • JP2011187309
    • 2011-08-30
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • WATANABE NAOYUKIMIZUKAMI HIROSHIYOKOSHIMA MOTONARICHO SHIZUKA
    • A63F7/02
    • PROBLEM TO BE SOLVED: To improve security strength by a simple means and to reduce processing loads of a main control part.SOLUTION: A game machine 1 includes a main control part 110 and a peripheral control part 300, and the main control part 110 includes an inspection value generation part 500 capable of generating an error inspection value by a plurality of generation systems, and a transmission part 550 for transmitting a command to the peripheral control part 300. The inspection value generation part 500 is provided between a main CPU 110a and the transmission part 550, and adds the error inspection value of the command generated in the past to the command to be transmitted at present. The inspection value generation part 500 changes a generation system on the basis of the error inspection value added to the transmitted command. Also, an input/output control system inside the inspection value generation part 500 is different from an input/output control system of the inspection value generation part 500 and the outside. The peripheral control part 300 generates the error inspection value for verification, inspects the propriety of the received command, and performs processing corresponding to an inspection result.
    • 要解决的问题:通过简单的手段提高安全性,并减少主控制部件的加工负荷。 解决方案:游戏机1包括主控制部分110和外围控制部分300,并且主控制部分110包括能够通过多个生成系统生成错误检查值的检查值生成部分500,以及 发送部550,用于向外围控制部300发送命令。检查值生成部500设置在主CPU170a和发送部550之间,将过去生成的命令的错误检查值与命令 目前要传播。 检查值生成部500根据所发送的命令附加的错误检查值来改变生成系统。 此外,检查值生成部500内的输入输出控制系统与检查值生成部500的输入输出控制系统和外部不同。 外围控制部300生成用于验证的错误检查值,检查接收到的命令的适当性,并且执行与检查结果相对应的处理。 版权所有(C)2013,JPO&INPIT
    • 126. 发明专利
    • Game machine
    • 游戏机
    • JP2013046835A
    • 2013-03-07
    • JP2012263773
    • 2012-11-30
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • KAKO TAKAYUKI
    • A63F7/02
    • PROBLEM TO BE SOLVED: To enable a player to participate in a game in a step-up performance in a continuous performance, and to further enhance player's expectation to a jackpot.SOLUTION: A selection section 301 selects the number of upper limit steps of a step-up performance in each variation stop performance. An upper limit number storage section 302 stores the number of the upper limit steps selected by the selection section 301. An acceptance section 303 accepts an operation input by a player. An execution section 304 performs a step performance within a range of the number of the upper limit steps stored in the upper limit number storage part 302 on the basis of the operation input accepted by the acceptance section 303. The step number storage section 305 stores the number of steps of the step-up performance performed during the variation performance immediately before in the continuous performance. A shift section 308, executes a shift to the next step performance on the basis of the number of steps immediately before that is stored in the step number storage section 305.
    • 要解决的问题:使玩家能够以连续的表现进行升级表演中的参与游戏,并且进一步提高玩家对中奖的期望。

      解决方案:选择部分301选择每个变化停止性能中的升压性能的上限步数。 上限数存储部302存储由选择部301选择的上限步骤的数量。接受部303接受玩家的操作输入。 执行部304基于由接受部303接受的操作输入,在存储在上限编号存储部302中的上限步骤的数量的范围内执行步骤性能。步骤编号存储部305存储 在连续执行期间紧随其后的变化性能期间执行的升压性能的步骤数。 移位部分308基于紧接在步骤号码存储部分305之前的步骤数来执行到下一步骤执行的转换。(C)2013,JPO和INPIT

    • 127. 发明专利
    • Game machine
    • 游戏机
    • JP2013046834A
    • 2013-03-07
    • JP2012263746
    • 2012-11-30
    • Kyoraku Sangyo Kk京楽産業.株式会社
    • MORIMOTO MAKOTOKANIE KOGOROKAWAKAMI KOTA
    • A63F7/02
    • PROBLEM TO BE SOLVED: To increase excitement and enjoyment when latent probability variable presentation is carried out.SOLUTION: A Pachinko game machine: has a normal state and a high probability state where a jackpot winning probability is higher than in the normal state, in relation to the jackpot winning probability; and carries out latent presentation which is difficult to distinguish the normal state from the high probability state when in the normal state or the high probability state. In this game machine, it is determined whether an operation pattern using a presentation button or a presentation key by a player satisfies a predetermined notification condition. In addition, when the operation pattern satisfies the notification condition, the Pachinko game machine carries out a notification presentation for notifying that a state inside the Pachinko game machine is in the normal state or in the high probability state.
    • 要解决的问题:在进行潜在概率变量表达时增加兴奋和享受。

      解决方案:弹珠游戏机:具有正常状态和高概率状态,其中累积奖金概率高于正常状态,相对于累积奖金获胜概率; 并且在正常状态或高概率状态下执行难以将正常状态与高概率状态区分开的潜在呈现。 在该游戏机中,确定使用演奏按钮或播放器的演示键的操作模式是否满足预定的通知条件。 此外,当操作模式满足通知条件时,弹球游戏机执行用于通知弹球游戏机内的状态处于正常状态或处于高概率状态的通知呈现。 版权所有(C)2013,JPO&INPIT

    • 128. 发明专利
    • GAME MACHINE
    • JP2013034704A
    • 2013-02-21
    • JP2011173954
    • 2011-08-09
    • KYORAKU SANGYO KK
    • NOGUCHI TOYOHIRO
    • A63F7/02
    • PROBLEM TO BE SOLVED: To stably move a movable Yakumono (accessory), and prevent reduction in performance effect.SOLUTION: The Pachinko game machine 100 includes a first movable Yakumono (accessory) 131 and a second movable Yakumono 132, and controls them. The Pachinko game machine 100 determines whether each of the first and second movable Yakumono (accessories) 131, 132 is located in an origin position at a predetermined timing, and drives it to return to the origin position when it is not located in the origin position. During jackpot, the Pachinko game machine 100 performs return drive on the first movable Yakumono (accessory) 131, however does not perform return drive on the second movable Yakumono (accessory) 132 so as not to mislead a player, since the second movable Yakumono (accessory) 132 is used for upgrade performance during the jackpot.
    • 129. 发明专利
    • GAME MACHINE
    • JP2013034682A
    • 2013-02-21
    • JP2011173469
    • 2011-08-08
    • KYORAKU SANGYO KK
    • MINENO MASAFUMI
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine with which a player is worried and surprised during presentation using a presentation button, and the presentation using the presentation button is effectively used.SOLUTION: When the player repeatedly presses a presentation button 118, the remaining number of times of pressing which is displayed on a remaining number indicator 1804, is reduced as shown in Fig.(1). when the player presses the presentation button 118 at a predetermined number of times (e.g. five times), the presentation button 118 is not allowed to be operated from the sixth time. Even if the player operates the presentation button 118, the remaining number of times of pressing which is indicated on the remaining number indicator 1804 is not reduced, and a screen is not changed to a scene representing the cutting down of enemy characters 1811 by a friend character 1810, as shown in Fig.(2). Accordingly, the operation of the presentation button 118 is suddenly disabled while the player repeatedly presses the presentation button, so that the player thinks that a Pachinko game machine 100 breaks down, and thereby the player is shocked.
    • 130. 发明专利
    • GAME MACHINE
    • JP2013034659A
    • 2013-02-21
    • JP2011173054
    • 2011-08-08
    • KYORAKU SANGYO KK
    • HIBINO TATSUHIKO
    • A63F7/02
    • PROBLEM TO BE SOLVED: To provide a game machine providing a player with diversified and valuable information in a timely manner using a two-dimensional code.SOLUTION: This game machine includes: a storage means for storing a plurality of pieces of information associated with a game state; a state discrimination means for discriminating the state of a current game; a switching discrimination means for discriminating whether the game state is switched or not; an obtaining means for obtaining information corresponding to the discrimination result by the state discrimination means, from the storage means; and a control means, in response to a fact that the switching discrimination means determines that the game sate has been switched, causing a display means to display the information obtained by the obtaining means, as a two-dimensional code readable by a portable terminal.