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    • 74. 发明专利
    • Game apparatus and game program
    • 游戏设备和游戏程序
    • JP2005318995A
    • 2005-11-17
    • JP2004138429
    • 2004-05-07
    • Nintendo Co Ltd任天堂株式会社
    • YAMADA YOICHINARITA MINORU
    • A63F13/10A63F13/12G06F17/00
    • A63F13/327A63F13/12A63F13/31A63F13/69A63F13/92A63F2300/204A63F2300/402A63F2300/405A63F2300/535
    • PROBLEM TO BE SOLVED: To provide a new and interesting game apparatus and program where a game content is varied by varying the propriety of use of an item according to the linkage strength varied according to a distance etc. between game apparatuses. SOLUTION: A game system comprises a plurality of game apparatuses capable of performing short distance radio communication between each other. At a master set and a slave set selected as its communication opposite side, link intensity of radio communication is detected. When the link intensity is lower than a prescribed value, even when the opposite side possesses the bit of a rare item, the picture is not displayed, but only the picture of the bit of the item is displayed normally (S29), and using of the rare item is not permitted (S43). When the link item is not lower than the prescribed value, using of the rare item is permitted. For example, in the case of succeeding in the connection of the bit of the rare item, the rare item is used (S41). COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:提供一种新的有趣的游戏装置和程序,其中通过根据根据游戏装置之间的距离等而变化的联动强度改变项目的使用的适用性来改变游戏内容。 解决方案:游戏系统包括能够彼此进行短距离无线电通信的多个游戏装置。 在选择为其通信对端的主设备和从设备中,检测无线电通信的链路强度。 当链路强度低于规定值时,即使相对侧具有少量项目的位,也不显示图像,而仅显示项目的位图像(S29),并且使用 不允许稀有物品(S43)。 当链接项不低于规定值时,允许使用少量项。 例如,在连续使用少量物品的位的情况下,使用稀有物品(S41)。 版权所有(C)2006,JPO&NCIPI
    • 75. 发明专利
    • Game system and game program
    • 游戏系统和游戏程序
    • JP2005318934A
    • 2005-11-17
    • JP2004137401
    • 2004-05-06
    • Nintendo Co Ltd任天堂株式会社
    • YAMADA YOICHINARITA MINORU
    • A63F13/12A63F13/00A63F13/10
    • A63F13/327A63F13/12A63F13/31A63F13/92A63F2300/204A63F2300/402A63F2300/405
    • PROBLEM TO BE SOLVED: To provide a new and interesting game system and program where a game content changes corresponding to a communicating state between game apparatuses. SOLUTION: The game system comprises the plurality of game apparatuses capable of carrying out short distance radio communication with each other, for example. One of the game apparatus functions as a master set, and at least one of the other game apparatuses functions as a slave set. The master set transmits transmission confirmation data a prescribed number of times to the slave set (S33). In response to this, the slave set receives the transmission confirmation data from the master set, and transmits the same number of pieces of reception confirmation data as the number of received pieces of the transmission confirmation data to the master set. The master set receives the reception confirmation data from the slave set (S5) and detects the number of the received pieces of the reception confirmation data (S7). Then, the master set changes game processing according to the number of received pieces detected between each slave set and decides a communication order with each slave set based on the number of received pieces e.g. (S13). In addition, the slave set can change the game processing according to the number of received pieces corresponding to its own apparatus. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:提供一种新的有趣的游戏系统和程序,其中游戏内容根据游戏装置之间的通信状态而改变。 解决方案:游戏系统包括例如能够进行彼此短距离无线电通信的多个游戏装置。 其中一个游戏装置用作主机,其中至少一个游戏装置用作从机组。 主机将发送确认数据规定次数发送给从机组(S33)。 响应于此,从设备从主机接收发送确认数据,并将与发送确认数据的接收数量相同数量的接收确认数据发送给主机。 主设备从从设备接收接收确认数据(S5),并检测接收到的接收确认数据的数量(S7)。 然后,主设备根据在每个从设备之间检测到的接收片段的数量来改变游戏处理,并且基于接收片段的数量来确定与每个从设备的通信顺序。 (S13)。 此外,从设备可以根据与其自己的设备相对应的接收片段的数量来改变游戏处理。 版权所有(C)2006,JPO&NCIPI
    • 76. 发明专利
    • Game system, game apparatus, and a game program
    • 游戏系统,游戏设备和游戏程序
    • JP2005261856A
    • 2005-09-29
    • JP2004083026
    • 2004-03-22
    • Nintendo Co Ltd任天堂株式会社
    • OE TORU
    • A63F13/00A63F13/12
    • A63F13/31A63F13/12A63F13/327A63F13/92A63F2300/402A63F2300/405A63F2300/406A63F2300/531
    • PROBLEM TO BE SOLVED: To provide a game system, a game device, and a game problem with which processing timings of the game devices can properly be synchronized with each other while ensuring a period of time required for a game processing in a plurality of the game devices. SOLUTION: In the game system, a slave machine executes a synchronization processing with a master machine at timings k1 and k2 by extending a frame cycle by periods of time j1 and j2. Also, when the master machine lengthens the frame cycle by a period of time i at a timing h1, delaying from the frame cycle of the slave machine is intentionally created, and a process such that the slave machine lengthens the frame cycle of the self machine by a period of time j3 at a timing k3 is performed. Therefore, the synchronization adjustment can stably be performed while ensuring a minimum period for the processing cycle by assuming an individual difference for each game device. COPYRIGHT: (C)2005,JPO&NCIPI
    • 要解决的问题:提供游戏系统,游戏装置和游戏问题,其中游戏装置的处理定时可以适当地彼此同步,同时确保游戏装置中的游戏处理所需的时间 多个游戏设备。 解决方案:在游戏系统中,从机通过在时间段j1和j2周期延长帧周期,在定时k1和k2处与主机执行同步处理。 此外,当主机在时刻h1延长帧周期一段时间i时,故意创建从从机的帧周期延迟的延迟,以及使从机延长自身机器的帧周期的处理 在时刻k3执行一段时间j3。 因此,通过假设每个游戏装置的个体差异,可以稳定地执行同步调整,同时确保处理周期的最小周期。 版权所有(C)2005,JPO&NCIPI