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    • 2. 发明专利
    • Game system, game apparatus, game server and game program
    • 游戏系统,游戏设备,游戏服务器和游戏程序
    • JP2010239989A
    • 2010-10-28
    • JP2009088549
    • 2009-03-31
    • Konami Digital Entertainment Co Ltd株式会社コナミデジタルエンタテインメント
    • NEMOTO JUNOSATO SHINTAROASHIDA HIROYUKI
    • A63F13/10A63F13/12
    • A63F13/67A63F13/352A63F2300/403A63F2300/513A63F2300/5546A63F2300/575
    • PROBLEM TO BE SOLVED: To provide a game system that makes the interest of a player to a plurality of games last long. SOLUTION: When game result data is transmitted from a first game apparatus 7, a first game management server 3 stores the game result data in a first data memory 31. Then, first usable data which has been prepared from the stored new game result data is stored in a data storage means in a first usable data transmitting unit 32 under a transmittable state. When a transmission demand is received from a second game management server 5, the first game management server 3 transmits the first usable data to the second game management server 5. The player can perform this game program by using the previous game result data and usable data which has been obtained from other game apparatus. COPYRIGHT: (C)2011,JPO&INPIT
    • 要解决的问题:提供一种游戏系统,其使游戏者对多个游戏的兴趣持续很长时间。 解决方案:当从第一游戏装置7发送游戏结果数据时,第一游戏管理服务器3将游戏结果数据存储在第一数据存储器31中。然后,从存储的新游戏准备的第一可用数据 结果数据存储在可发送状态下的第一可用数据发送单元32中的数据存储装置中。 当从第二游戏管理服务器5接收到传送需求时,第一游戏管理服务器3将第一可用数据发送到第二游戏管理服务器5.玩家可以使用先前的游戏结果数据和可用数据来执行该游戏程序 这是从其他游戏装置获得的。 版权所有(C)2011,JPO&INPIT
    • 3. 发明专利
    • Network game system, method for controlling network game, game apparatus, method for controlling game, and program
    • 网络游戏系统,控制网络游戏的方法,游戏装置,控制游戏的方法和程序
    • JP2007007065A
    • 2007-01-18
    • JP2005190330
    • 2005-06-29
    • Konami Digital Entertainment:Kk株式会社コナミデジタルエンタテインメント
    • ASHIDA HIROYUKIONODERA NOBUHIROOSATO SHINTAROWAKUTA HAJIMESHIMADA TAKEHIKOFUKUSHIMA KEIGOESAKA HIROYUKIOKINO TSUTOMUMAKINO SHINPEISHIMOMURA MASARU
    • A63F13/12A63F13/00
    • PROBLEM TO BE SOLVED: To make a player understand that another object is brought into contact with an object from a screen by setting a view point of a virtual three-dimensional space to the object. SOLUTION: A first game apparatus comprises: a means for deciding a track of a bullet object 306; and a display means of the virtual three-dimensional space from the view point of a first player character object. A second game apparatus comprises: a track-obtaining means of the bullet object 306; a means for judging whether the bullet object 306 enters a prescribed range set to a second player character object PC based on the track of the bullet object 306 and the position of the second player character object PC; a means for correcting the track of the bullet object 306 based on the position of the view point VP set to the second player character object PC when the bullet object 306 enters the prescribed range; and a means for displaying a situation of the virtual three-dimensional space seen from the view point VP set to the second player character object PC. COPYRIGHT: (C)2007,JPO&INPIT
    • 要解决的问题:为了使玩家理解,通过将虚拟三维空间的视点设置到对象,使另一物体与来自屏幕的对象接触。 解决方案:第一游戏装置包括:用于确定子弹对象306的轨迹的装置; 以及从第一玩家角色对象的观点看的虚拟三维空间的显示装置。 第二游戏装置包括:子弹对象306的轨迹获取装置; 用于基于子弹对象306的轨迹和第二玩家角色对象PC的位置来判断子弹对象306是否进入设定到第二玩家角色对象PC的规定范围的装置; 当子弹物体306进入规定范围时,基于设定在第二玩家角色对象PC上的视点VP的位置来校正子弹对象306的轨迹的装置; 以及用于显示从设置为第二玩家角色对象PC的视点VP看到的虚拟三维空间的情况的装置。 版权所有(C)2007,JPO&INPIT
    • 4. 发明专利
    • Network game system, controlling method for network game system, game device, controlling method for game device, and program
    • 网络游戏系统,网络游戏系统的控制方法,游戏设备,游戏设备的控制方法和程序
    • JP2007037973A
    • 2007-02-15
    • JP2006011655
    • 2006-01-19
    • Konami Digital Entertainment:Kk株式会社コナミデジタルエンタテインメント
    • ASHIDA HIROYUKIOSATO SHINTAROWAKUTA HAJIMESHIMADA TAKEHIKOFUKUSHIMA KEIGOESAKA HIROYUKIOKINO TSUTOMUSHIMOMURA MASARU
    • A63F13/12A63F13/00
    • PROBLEM TO BE SOLVED: To provide a network game system which can share the positions and the postures of objects associated among a plurality of game devices with the game devices while suppressing the increase of the traffic of a communication network. SOLUTION: This network game system includes a first fundamental position selecting means, a first fundamental position transmitting means, a first fundamental position receiving means, a second fundamental position selecting means, a self object position determining means, and a self object posture determining means. In this case, the first fundamental position selecting selects one from among a plurality of fundamental positions which are set in a virtual space. The first fundamental position transmitting means transmits the fundamental position to other game devices. The first fundamental position receiving means receives the fundamental position. The second fundamental position selecting means selects one from among the fundamental positions. The self object position determining means performs the determination based on the fundamental position. The self object posture determining means performs the determination based on the fundamental position. COPYRIGHT: (C)2007,JPO&INPIT
    • 要解决的问题:提供一种网络游戏系统,其可以在抑制通信网络的业务量的增加的同时,与多个游戏装置共享与多个游戏装置相关联的对象的位置和姿势。 解决方案:该网络游戏系统包括第一基本位置选择装置,第一基本位置发送装置,第一基本位置接收装置,第二基本位置选择装置,自身对象位置确定装置和自身姿势 确定手段。 在这种情况下,第一基本位置选择从设置在虚拟空间中的多个基本位置中选择一个。 第一基本位置发送装置将基本位置发送到其他游戏装置。 第一基本位置接收装置接收基本位置。 第二基本位置选择装置从基本位置中选择一个。 自身位置确定装置基于基本位置执行确定。 自体姿势决定单元基于基本位置进行判定。 版权所有(C)2007,JPO&INPIT
    • 5. 发明专利
    • Network game system, controlling method for network game system, game device, controlling method for game device, and program
    • 网络游戏系统,网络游戏系统的控制方法,游戏设备,游戏设备的控制方法和程序
    • JP2007037970A
    • 2007-02-15
    • JP2005371119
    • 2005-12-22
    • Konami Digital Entertainment:Kk株式会社コナミデジタルエンタテインメント
    • ASHIDA HIROYUKIOSATO SHINTAROWAKUTA HAJIMESHIMADA TAKEHIKOFUKUSHIMA KEIGOESAKA HIROYUKIOKINO TSUTOMUSHIMOMURA MASARUOTOMI MAKIKOYADA KENICHINISHIMURA SHUHOFUMINO TOMOYUKI
    • A63F13/12A63F13/00A63F13/04
    • A63F13/428A63F13/10A63F13/12A63F13/212A63F13/358A63F13/837A63F2300/1012A63F2300/1068A63F2300/534A63F2300/5533A63F2300/5566A63F2300/558A63F2300/8076
    • PROBLEM TO BE SOLVED: To provide a network game system which suppresses an increase in the traffic of a communication network, and can share the positions and the postures of objects being associated among a plurality of game devices. SOLUTION: This network game system includes a first fundamental position selecting means, a first fundamental position transmitting means, a first fundamental position receiving means, a second fundamental position selecting means, a self object position determining means, and a self object posture determining means. In this case, the first fundamental position selecting means selects one from among a plurality of fundamental positions which are set in a virtual space. The first fundamental position transmitting means transmits the fundamental position selected by the first fundamental position selecting means to other game devices. The first fundamental position receiving means receives the fundamental position transmitted from other game devices by the first fundamental position transmitting means. The second fundamental position selecting means selects one from among the fundamental positions received by the first fundamental position receiving means. The self object position determining means determines the position of the object associated with the game devices based on the fundamental position selected by the first fundamental position selecting means. The self object posture determining means determines the posture of the object based on the fundamental position selected by the second fundamental position selecting means. COPYRIGHT: (C)2007,JPO&INPIT
    • 要解决的问题:提供一种抑制通信网络的业务量增加的网络游戏系统,并且可以共享在多个游戏设备之间关联的对象的位置和姿势。 解决方案:该网络游戏系统包括第一基本位置选择装置,第一基本位置发送装置,第一基本位置接收装置,第二基本位置选择装置,自身对象位置确定装置和自身姿势 确定手段。 在这种情况下,第一基本位置选择装置从设置在虚拟空间中的多个基本位置中选择一个。 第一基本位置发送装置将由第一基本位置选择装置选择的基本位置发送到其他游戏装置。 第一基本位置接收装置接收由第一基本位置发送装置从其他游戏装置发送的基本位置。 第二基本位置选择装置从由第一基本位置接收装置接收的基本位置中选择一个。 自对象位置确定装置基于由第一基本位置选择装置选择的基本位置来确定与游戏装置相关联的对象的位置。 自体姿势确定装置基于由第二基本位置选择装置选择的基本位置来确定对象的姿势。 版权所有(C)2007,JPO&INPIT