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    • 41. 发明专利
    • Information processing system, and information processing apparatus
    • 信息处理系统和信息处理装置
    • JP2011056007A
    • 2011-03-24
    • JP2009208228
    • 2009-09-09
    • Nintendo Co Ltd任天堂株式会社
    • OE TORUSHOJI MASAHIRO
    • A63F13/12G06F21/20
    • H04L63/0236A63F13/12A63F13/332A63F13/34A63F13/77A63F13/92A63F2300/401A63F2300/402A63F2300/408A63F2300/572H04W8/005
    • PROBLEM TO BE SOLVED: To provide an information processing system which enables efficient execution of data communication without the communication with a communication-partner once communicated. SOLUTION: Based on a receiving-wireless frame received, an exchange-data-communication determining part 225 determines whether or not the communication partner is the one for exchanging the exchange data. Receiving a notification that exchanging of the exchange data is possible, a data communication control part 209 executes processing for sending/receiving the exchange data. A device-identifying information registration-processing part 210 stores an MAC address of a portable game device 3 into an MAC-address-list reservation area 88. A wireless frame-transmitting/receiving part 223 sets a transmitting wireless frame and executes an exact exchange-partner searching processing. The exchange data communication-determining part 225 determines whether or not the MAC address included in the receiving wireless frame received is registered into the MAC-address-list reservation area 70, and if it is registered, the data communication is terminated. COPYRIGHT: (C)2011,JPO&INPIT
    • 要解决的问题:提供一种信息处理系统,其能够在没有与通信对方通信的情况下进行通信而能够有效地执行数据通信。 解决方案:交换数据通信确定部225基于接收到的接收无线帧,判断通信对方是否是交换数据的交换对象。 接收到交换数据交换的通知是可能的,数据通信控制部209执行用于发送/接收交换数据的处理。 设备识别信息登记处理部210将便携式游戏装置3的MAC地址存储到MAC地址列表预约区域88中。无线帧发送/接收部件223设置发送无线帧并执行确切的交换 对方搜索处理。 交换数据通信确定部225判定接收到的接收无线帧中包含的MAC地址是否被登记到MAC地址列表预约区域70中,如果登记,则终止数据通信。 版权所有(C)2011,JPO&INPIT
    • 42. 发明专利
    • Radio communication game system, game apparatus, and program
    • 无线电通信游戏系统,游戏设备和程序
    • JP2009060629A
    • 2009-03-19
    • JP2008240074
    • 2008-09-18
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • H04W84/18A63F13/00A63F13/12H04W88/02
    • PROBLEM TO BE SOLVED: To provide a radio communication game system, game apparatus and program, capable of displaying a master unit list to enter any arbitrary master unit. SOLUTION: A master unit packet containing a master unit number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot and a payload is broadcasted from a master unit. Master unit packets are received from all master units existent within a communication enabled range (64) of a present machine, a master unit list is created and the master unit list is displayed on an LCD. Therefore, a user or a player of the present unit watches a game name, for example, on the master unit list and operates a cross key included in operating keys to select desired one master unit. A slave unit CID of the present unit is then transmitted by the E slot designated in the master unit packet to transmit a connection request to the master unit. COPYRIGHT: (C)2009,JPO&INPIT
    • 要解决的问题:提供能够显示主单元列表以输入任意任意主单元的无线电通信游戏系统,游戏装置和程序。 解决方案:从主单元广播包含主单元号PID,用户名UserName,游戏名称GameName,OC标志,E槽,U槽和有效载荷的主单元包。 从当前机器的通信使能范围(64)内存在的所有主单元接收主单元分组,创建主单元列表,并将主单元列表显示在LCD上。 因此,本单元的用户或播放器例如在主单元列表上观看游戏名称,并且操作包括在操作键中的十字键以选择所需的一个主单元。 然后,通过在主单元分组中指定的E时隙发送本单元的从单元CID,以向主单元发送连接请求。 版权所有(C)2009,JPO&INPIT
    • 43. 发明专利
    • Radio communication game system, game device, information storage medium and program
    • 无线电通信游戏系统,游戏设备,信息存储媒体和程序
    • JP2006102518A
    • 2006-04-20
    • JP2005296344
    • 2005-10-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12H04M11/00H04M11/08H04W8/00H04W8/24H04W92/18
    • PROBLEM TO BE SOLVED: To provide a radio communication game system, displaying a master unit list and allowing entry to any master unit. SOLUTION: A master unit packet including a master unit number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot and a pay load is broadcast from the master unit. All of master unit packets are received from the master unit existing within a relevant machine communicating range 64 to create a master unit list, and the master unit list is displayed on an LCD. Thus, a user or a player of the relevant machine selects one desired master unit by operating a cross key included in the operation keys while looking at the game name or the like of the master unit list. A slave unit number CID of the relevant machine is transmitted by the E slot designated by the master unit packet, thereby transmitting a connection request to the master unit. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:提供无线电通信游戏系统,显示主单元列表并允许进入任何主单元。 解决方案:从主单元广播包括主单元编号PID,用户名UserName,游戏名称GameName,OC标志,E槽,U槽和付费负载的主单元分组。 从相关机器通信范围64中存在的主单元接收所有主单元分组,以创建主单元列表,并且主单元列表显示在LCD上。 因此,相关机器的用户或播放器在查看主单元列表的游戏名称等时,通过操作包括在操作键中的十字键来选择一个期望的主单元。 相关机器的从机单元号CID由主单元分组指定的E槽发送,从而向主单元发送连接请求。 版权所有(C)2006,JPO&NCIPI
    • 44. 发明专利
    • Wireless communication game system, game machine, information storage medium and program
    • 无线通信游戏系统,游戏机,信息存储介质和程序
    • JP2006055657A
    • 2006-03-02
    • JP2005296372
    • 2005-10-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12A63F13/10
    • PROBLEM TO BE SOLVED: To provide a wireless communication game system capable of displaying a master unit list to enter an arbitrary master unit. SOLUTION: Each master unit broadcasts a master unit packet including a master unit number PID, a User Name, a Game Name, an OC flag, an E slot, a U slot and a payload. A player's terminal receives all the master unit packets from master units residing within its communication area (64) to form a master unit list and displays it on an LCD. Then, the user or player of the terminal selects a desired master unit out of the master unit list, for example, by way of its game name, by operating a cross-shaped key included in its operating keys to send a connection request to the selected master unit by transmitting its slave unit number CID to an E slot designated by the master unit packet. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:提供能够显示主单元列表以输入任意主单元的无线通信游戏系统。

      解决方案:每个主单元广播包括主单元号PID,用户名,游戏名,OC标志,E槽,U槽和有效载荷的主单元包。 播放器的终端接收来自其通信区域(64)内的主单元的所有主单元分组,以形成主单元列表并将其显示在LCD上。 然后,终端的用户或播放器例如通过其游戏名称从主单元列表中选择期望的主单元,通过操作其操作键中包括的十字形键来向其发送连接请求 通过将其从单元号码CID发送到由主单元分组指定的E时隙来选择主单元。 版权所有(C)2006,JPO&NCIPI

    • 45. 发明专利
    • Radio communication game system
    • 无线电通信游戏系统
    • JP2006051381A
    • 2006-02-23
    • JP2005296125
    • 2005-10-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12
    • PROBLEM TO BE SOLVED: To allow a user to apply for entry into an arbitrary parent machine by displaying a parent machine list. SOLUTION: A parent machine packet includes a parent machine number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot and a pay load. The parent packet is broadcasted from the parent machine. All parent machine packets are received from the parent machine residing in a communicable range 64 of the own machine to make a parent machine list and display the list on an LCD. Accordingly, the user or the player of the own machine looks at the list, for instance, a game name, and operates a cross key included in operation keys to select one desired parent machine. A connection request is transmitted to the parent machine by transmitting a slave machine number CID of the own machine by the E slot designated by the parent machine packet. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:允许用户通过显示父机器列表来申请进入任意父机器。

      解决方案:父机器数据包包括父机号PID,用户名UserName,游戏名称GameName,OC标志,E槽,U槽和支付负载。 父分机从父机广播。 所有父机器分组从驻留在本机的可通信范围64的母机接收,以制作父机列表,并在LCD上显示该列表。 因此,本机的用户或播放器观看列表,例如游戏名称,并且操作包括在操作键中的十字键以选择一个所需的母机。 通过由父机器分组指定的E时隙发送本机的从机号CID,将连接请求发送到母机。 版权所有(C)2006,JPO&NCIPI

    • 47. 发明专利
    • Radio communication game system
    • 无线电通信游戏系统
    • JP2005125116A
    • 2005-05-19
    • JP2005003372
    • 2005-01-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12
    • PROBLEM TO BE SOLVED: To provide a radio communication system, a portable game device, a method of connecting a subordinate set thereof, and a game program in which a subordinate set can select a master set. SOLUTION: A master set broadcasts a master set packet including a master set ID number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a pay load. All master set packets are received from the master sets existing in a communication range (64) of a pertinent set to display a master set list on an LCD. Accordingly, a user or player of the pertinent set looks at the master set list, for instance a game name therein, to select one desired master set by operating a cross key included in operation keys. A connection request is transmitted to the master set by transmitting a subordinate set ID number CID of the pertinent set by using the E slot designated by the master packet. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:提供无线电通信系统,便携式游戏设备,连接其下属组件的方法和其中下属组件可以选择主机组的游戏程序。 解决方案:主设备广播包括主机ID号码PID,用户名UserName,游戏名称GameName,OC标志,E时隙,U时隙和付费负载的主设备分组。 从相关集合的通信范围(64)中存在的主集中接收所有主集分组,以在LCD上显示主集列表。 因此,相关集合的用户或播放器查看主集列表,例如其中的游戏名称,以通过操作包括在操作键中的十字键来选择一个期望的主集。 通过使用由主分组指定的E时隙发送相关集合的下位集ID号CID,将连接请求发送给主集。 版权所有(C)2005,JPO&NCIPI
    • 48. 发明专利
    • Radio communication game system
    • 无线电通信游戏系统
    • JP2005095697A
    • 2005-04-14
    • JP2005003374
    • 2005-01-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12A63F13/00A63F13/10
    • PROBLEM TO BE SOLVED: To provide a radio communication game system in which a parent machine list can be displayed and a player can apply for entry into an arbitrary parent machine. SOLUTION: A parent machine packet including a parent machine number PID, user name UserName, game name GameName, OC flag, E slot, U slot, and a pay load is broadcasted from the parent machine. All parent machine packets are received from parent machines present in a communicable range (64) of the own machine to make a parent machine list and display the list on an LCD. Accordingly the user or the player of the own machine looks at the content of the list, for instance a game name, and operates a cross key included in operation keys to select one desired parent machine. A connection request is transmitted to the parent machine by transmitting a slave number CID of the own machine by the E slot designated by the parent machine packet. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:提供一种无线电通信游戏系统,其中可以显示父机器列表,并且玩家可以申请进入任意的母机。

      解决方案:从父机器广播包括父机号码PID,用户名UserName,游戏名称GameName,OC标志,E插槽,U插槽和付费负载的父机器包。 所有父机器分组从本机的可通信范围(64)中的父机器接收,以制作父机列表,并在LCD上显示该列表。 因此,本机的用户或播放器观看列表的内容,例如游戏名称,并且操作包括在操作键中的十字键以选择一个所需的母机。 通过由父机器分组指定的E时隙发送本机的从机号码CID,向主机发送连接请求。 版权所有(C)2005,JPO&NCIPI

    • 49. 发明专利
    • Radio network game system, game device, game server, and game program
    • 无线网络游戏系统,游戏设备,游戏服务器和游戏程序
    • JP2005046304A
    • 2005-02-24
    • JP2003280783
    • 2003-07-28
    • Nintendo Co Ltd任天堂株式会社
    • KUWABARA MASAHITOTANAKA KIYONARIOE TORUYOSHIOKA TERUYUKI
    • A63F13/12
    • PROBLEM TO BE SOLVED: To reduce the burden on a station and to save the effort of a player of a portable game device because the communication for confirming the order of waiting is not necessary. SOLUTION: The radio network game system 10 comprises the station 12 to function as a game server. The station 12 processes a communication game with the portable game device 16 connected via an access point 14. When a request for connection comes from the portable game device 16, the station 12 assigns a reference number to the portable game device 16 requesting the connection if the communication game with another portable game device 16 is processed. The reference number is managed by a queue based on the order of the request for connection, and the connection is permitted according to the order. Such a queue is periodically broadcasted. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:为了减少车站的负担并节省便携式游戏装置的玩家的努力,因为不需要用于确认等待顺序的通信。 解决方案:无线电网络游戏系统10包括用作游戏服务器的站12。 站12处理与经由接入点14连接的便携式游戏装置16的通信游戏。当来自便携式游戏装置16的连接请求时,站12向便携式游戏装置16分配请求连接的参考号,如果 处理与另一便携式游戏装置16的通信游戏。 参考号由基于连接请求的顺序的队列管理,根据顺序允许连接。 定期播出这样一个队列。 版权所有(C)2005,JPO&NCIPI
    • 50. 发明专利
    • Game system, game device and game program
    • 游戏系统,游戏设备和游戏程序
    • JP2005006766A
    • 2005-01-13
    • JP2003172433
    • 2003-06-17
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12A63F13/00
    • PROBLEM TO BE SOLVED: To provide a game system, a game device and a game program allowing a player to easily play a fighting game with a desired opponent at any time. SOLUTION: This game system includes a plurality of portable game devices having wireless communication units by short range radios. This game device alternately performs a broadcast transmission of prescribed data (connectable information) and the receiving of broadcast data from another game device for searching a communication party (S21). After establishing the connection, for example, fighting information is transmitted from the other game device side, one game device receives the fighting information (S27) and determines whether or not fighting conditions are satisfied by comparing it with own fighting conditions (S31 and 33). When satisfying them, one side transmits a fighting request to the other side (S39) and transmits the own fighting information (S41). The other side determines the satisfaction of the conditions according to the fighting request. When the fighting conditions are satisfied in the both sides, the communication fighting game is executed between the both game devices. This system allows the player to easily enjoy the fighting game with the desired opponent. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:提供游戏系统,游戏装置和游戏程序,允许玩家在任何时候容易地与期望的对手一起玩格斗游戏。 解决方案:该游戏系统包括具有短距离无线电的无线通信单元的多个便携式游戏装置。 该游戏装置交替地执行规定数据(可连接信息)的广播发送和从用于搜索通信方的另一游戏装置接收广播数据(S21)。 在建立连接之后,例如,从其他游戏装置侧发送战斗信息,一个游戏装置接收战斗信息(S27),并通过将其与自身的战斗条件进行比较来判定战斗条件是否满足(S31和33) 。 当满足它们时,一方向对方发送作战请求(S39)并发送自己的战斗信息(S41)。 另一方根据战斗要求确定条件的满足程度。 当双方满足战斗条件时,在两个游戏装置之间执行通信战斗游戏。 该系统允许玩家轻松地与想要的对手一起玩格斗游戏。 版权所有(C)2005,JPO&NCIPI