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    • 11. 发明专利
    • Communication game system and communication game program
    • 通信游戏系统和通信游戏程序
    • JP2010000258A
    • 2010-01-07
    • JP2008162591
    • 2008-06-20
    • Arika:Kk株式会社アリカ
    • MIHARA ICHIRO
    • A63F13/12A63F13/10
    • PROBLEM TO BE SOLVED: To faithfully progress a game even if a communication state gets worse in a communication game system for executing a game while transmitting/receiving operation input data by wireless communications, with a plurality of portable game machines defined as a master machine and a slave machine group.
      SOLUTION: When non-receiving even one of slave machine packets P1-P3 on the side of the respective slave machines 1X (X=1-3), the master machine 10 stops the progress of the game, retains the present display state, and repeatedly transmits a master machine packet P0 [a set of previous input operation data of the own machine and the respective slave machines 1X (X=1-3)] transmitted immediately before (from S9 to S10 to from S12 to S9). When receiving no master machine packet P0, the respective slave machines 1X (X=1-3) stop the progress of the game and retain the present display state (from S24 to S25 to from S26 to S24).
      COPYRIGHT: (C)2010,JPO&INPIT
    • 要解决的问题:即使在通过无线通信发送/接收操作输入数据的通信游戏系统中执行游戏的通信状态变得更糟糕时,为了忠实地进行游戏,将多个便携式游戏机定义为 主机和从机组。 解决方案:当主机10停止相应从机1X侧(X = 1-3)侧的从机数据包P1-P3中的一个从而停止游戏的进行时,保持当前的显示 状态,并且重复发送紧接在之前(从S9到S10到S12到S9)之间传送的主机分组P0 [自身机器和各个从机1X(X = 1-3)的一组先前输入操作数据) 。 当没有主机分组P0时,相应的从机1X(X = 1-3)停止游戏的进行并保持当前显示状态(从S24到S25到从S26到S24)。 版权所有(C)2010,JPO&INPIT