会员体验
专利管家(专利管理)
工作空间(专利管理)
风险监控(情报监控)
数据分析(专利分析)
侵权分析(诉讼无效)
联系我们
交流群
官方交流:
QQ群: 891211   
微信请扫码    >>>
现在联系顾问~
热词
    • 1. 发明专利
    • Game system, game apparatus, game program and game data transmission/reception method
    • 游戏系统,游戏装置,游戏程序和游戏数据传输/接收方法
    • JP2012245391A
    • 2012-12-13
    • JP2012205404
    • 2012-09-19
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12
    • PROBLEM TO BE SOLVED: To provide a game system, a game apparatus, a game program that are able to exchange game data with ease and improve an entertainment aspect.SOLUTION: This game system includes a plurality of mobile game apparatuses 10, and each mobile game apparatus 10 can communicate with another game apparatus 10 existing in a communicable range by use of a radio communication unit 14. When a communication state is established, the mobile game apparatuses 10 transmit/receive exchange conditions for exchanging the game data between the game apparatuses 10, and when the exchange conditions coincide with each other, the mobile game apparatuses 10 exchange the game data. Thereby, the mobile game apparatuses communicating with each other confirm the exchange conditions, and exchange the game data when the exchange conditions coincide with each other, so that the mobile game apparatuses can exchange the game data without being limited by an exchange other party or a place, and enjoyment of a game can be increased.
    • 要解决的问题:提供能够容易地交换游戏数据并改善娱乐方面的游戏系统,游戏装置,游戏程序。 解决方案:该游戏系统包括多个移动游戏装置10,并且每个移动游戏装置10可以通过使用无线电通信单元14与存在于可通信范围内的另一游戏装置10进行通信。当建立通信状态时 移动游戏装置10在游戏装置10之间发送/接收交换游戏数据的交换条件,并且当交换条件相互一致时,移动游戏装置10交换游戏数据。 因此,彼此通信的移动游戏装置确认交换条件,并且当交换条件彼此一致时交换游戏数据,使得移动游戏装置可以交换游戏数据而不受交换对方或 可以增加游戏的位置和享受。 版权所有(C)2013,JPO&INPIT
    • 2. 发明专利
    • Radio communication game system, game device, game program, and game processing method
    • 无线电通信游戏系统,游戏设备,游戏程序和游戏处理方法
    • JP2011139917A
    • 2011-07-21
    • JP2011082267
    • 2011-04-01
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12H04W84/18
    • PROBLEM TO BE SOLVED: To enable entry to any master machine while allowing to display a master list. SOLUTION: A master machine packet including a master machine number PID, user name User Name, game name Game Name, OC flag, E slot, U slot, and pay load is broadcast from the master machine. All master machine packets are received from master machines existing in an own machine communicatable range (64), a master machine list is made, and the master machine list is displayed on an LCD. Accordingly a user or a player of the own machine looks at, for instance, a game name and operates a cross key included in operation keys to select one desired master machine. A connection request is transmitted to the master machine by transmitting a child machine number CID of the own machine by an E slot designated by the master machine packet. COPYRIGHT: (C)2011,JPO&INPIT
    • 要解决的问题:允许进入任何主机,同时允许显示主列表。 解决方案:从主机广播包括主机编号PID,用户名用户名,游戏名称游戏名称,OC标志,E插槽,U插槽和付费负载的主机数据包。 所有主机数据包都是从本机可通信范围(64)中存在的主机接收到的,制作主机列表,主机列表显示在LCD上。 因此,本机的用户或播放器观察例如游戏名称,并且操作包括在操作键中的十字键以选择一个期望的主机。 通过由主机分组指定的E时隙发送本机的子机号CID,向主机发送连接请求。 版权所有(C)2011,JPO&INPIT
    • 3. 发明专利
    • Information processing system and information processing apparatus
    • 信息处理系统和信息处理设备
    • JP2011000309A
    • 2011-01-06
    • JP2009146449
    • 2009-06-19
    • Nintendo Co Ltd任天堂株式会社
    • KONNO HIDEKIOE TORUSHOJI MASAHIRO
    • A63F13/10A63F13/12
    • A63F13/73A63F13/12A63F13/31A63F13/327A63F13/34A63F13/92A63F2300/204A63F2300/405A63F2300/408A63F2300/535H04L67/10H04L67/12
    • PROBLEM TO BE SOLVED: To provide an information processing system that can provide, no matter whether an application is being executed or not, data usable by the application to another information processing apparatus.SOLUTION: A CPU executes a communication partner search process for searching for a communication partner (another game machine) (step S22). The CPU confirms a received data content (step S30). If identification information included in the received data matches, application identification information saved in a wireless communication module is compared with application identification information included in the received data (step S33). When the pieces of application identification information match, a notice that another game machine having exchange data corresponding to the matched application identification information is found is given to a body (step S36). Then, giving/receiving of the exchange data is executed to/from another game machine.
    • 要解决的问题:提供一种信息处理系统,无论应用程序是否被执行,都可以将应用程序可用的数据提供给另一信息处理设备。解决方案:CPU执行通信伙伴搜索处理,用于搜索 通信对方(另一游戏机)(步骤S22)。 CPU确认接收到的数据内容(步骤S30)。 如果包含在接收到的数据中的识别信息匹配,则将存储在无线通信模块中的应用识别信息与包含在接收数据中的应用识别信息进行比较(步骤S33)。 当应用程序识别信息匹配时,发现具有与匹配的应用程序标识信息相对应的交换数据的另一个游戏机被发现的通知(步骤S36)。 然后,向/从另一游戏机执行交换数据的发送/接收。
    • 4. 发明专利
    • Radio communication game system, game device and program
    • 无线电通信游戏系统,游戏设备和程序
    • JP2007181228A
    • 2007-07-12
    • JP2007028641
    • 2007-02-08
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • H04L12/28A63F13/12H04B7/26
    • PROBLEM TO BE SOLVED: To make an entry to an arbitrary master unit by enabling a master unit list to be displayed. SOLUTION: In a radio communication game system, a master unit packet containing a master unit number PID, a user name User Name, a game name Game Name, 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 communicable range 64 of the present unit, a master unit list is created, and this 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 that master unit list and operates a cross key included in operating keys to select one desired master unit. By transmitting a slave unit number CID of the present unit using the E slot designated by the master unit packet, a connection request is then transmitted to the master unit. COPYRIGHT: (C)2007,JPO&INPIT
    • 要解决的问题:通过启用主单元列表来显示任意主单元的输入。 解决方案:在无线电通信游戏系统中,包含主单元号码PID,用户名用户名,游戏名称游戏名称,OC标志,E时隙,U时隙和有效载荷的主单元数据包是 从主机广播。 从本单元的可通信范围64内存在的所有主单元接收主单元分组,创建主单元列表,并且该主单元列表显示在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一个期望的主单元。 通过使用由主单元分组指定的E时隙发送本机的从单元号CID,然后将连接请求发送到主单元。 版权所有(C)2007,JPO&INPIT
    • 5. 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
    • JP2006116301A
    • 2006-05-11
    • JP2005296030
    • 2005-10-11
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12H04M1/727
    • PROBLEM TO BE SOLVED: To arbitrarily select a main unit desired by a sub unit, and to play a radio communication game freely with a game device in the communication possible range. SOLUTION: A main unit broadcasts a main unit packet including the main unit ID number PID, the name of the user UserName, the name of the game GameName, an OC flag, an E slot, a U slot and a payload. A user's unit receives main unit packets from main units present in the communication possible range 64 of the user's unit, prepares a list of main units, and displays the list of main units on an LCD. Then, the user or a player of the user's unit, looking at names of the games, for example, in the list of main units, selects one desired main unit by operating a cross key included in the control keys. Then, the user/player transmits a request for connection to the selected main unit by transmitting the sub unit number CID of the user's unit through the E slot specified in the main unit packet. In this way, the list of main units can be displayed and the user can access an arbitrary main unit. COPYRIGHT: (C)2006,JPO&NCIPI
    • 要解决的问题:任意选择子单元所需的主单元,并且在通信可能范围内与游戏设备自由地播放无线电通信游戏。 解决方案:主机广播包括主机ID号PID,用户用户名,游戏名称GameName,OC标志,E槽,U槽和有效载荷的主单元包。 用户单元从用户单元的通信可能范围64中的主单元接收主单元数据包,准备主单元列表,并在LCD上显示主单元列表。 然后,例如在主单元列表中查看游戏名称的用户单元的用户或玩家通过操作包括在控制键中的十字键来选择一个期望的主单元。 然后,用户/播放器通过在主单元分组中指定的E时隙发送用户单元的子单元编号CID来发送对所选主单元的连接请求。 以这种方式,可以显示主单元的列表,并且用户可以访问任意的主单元。 版权所有(C)2006,JPO&NCIPI
    • 6. 发明专利
    • Radio communication game system
    • 无线电通信游戏系统
    • JP2014111135A
    • 2014-06-19
    • JP2013266372
    • 2013-12-25
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/327A63F13/31G06Q50/10
    • PROBLEM TO BE SOLVED: To enable entry to an optional parent machine by making a parent machine list displayable.SOLUTION: A parent machine packet including a parent machine number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot and a payload is broadcast from a parent machine. Parent machine packets of all parent machines present within the communicable range (64) of an own machine are received, a parent machine list is created, and the parent machine list is displayed on an LCD. Then, a user or a player of the own machine selects one desired parent machine by looking, for example, at game names of the parent machine list and operating a cross key included in operation keys. Then, a connection request is transmitted to the parent machine by transmitting a child machine number CID of the own machine with an E slot designated by the parent machine packet.
    • 要解决的问题:通过使父机器列表可显示来启用输入到可选的父机器。解决方案:包含父机器编号PID,用户名UserName,游戏名称GameName,OC标志,E 插槽,U插槽和有效载荷从父机器广播。 收到本机可通信范围(64)内的所有父机器的父机器数据包,创建一个父机列表,并将主机列表显示在LCD上。 然后,本机的用户或播放器通过例如查看父机列表的游戏名称并操作包括在操作键中的十字键来选择一个所需的母机。 然后,通过用由父机器分组指定的E时隙发送本机的子机号码CID将连接请求发送到母机。
    • 10. 发明专利
    • Radio communication game system, game device, game program, and radio communication method
    • 无线电通信游戏系统,游戏设备,游戏程序和无线电通信方法
    • JP2011173002A
    • 2011-09-08
    • JP2011131275
    • 2011-06-13
    • Nintendo Co Ltd任天堂株式会社
    • TANAKA KIYONARIKUWABARA MASAHITOOE TORUYOSHIOKA TERUYUKI
    • A63F13/12
    • PROBLEM TO BE SOLVED: To enable the display of a parent machine list and an entry to an arbitrary parent machine. SOLUTION: Parent machine packets containing a parent machine number PID, a user name UserName, a game name GameName, an OC flag, an E slot, a U slot, and a payload are broadcasted from the parent machine. All the parent machine packets are received from parent machines which exist within the range (64), which can be communicated, of a self-machine, the parent machine list is created, and the parent machine list is displayed on LCD. Thus, the user or player of the self-machine chooses one desired parent machine by operating a cross key contained in an operation key after seeing, for example, the game name of the parent machine list. Further, by transmitting the child machine number CID of the self-machine by the E slot designated by the parent machine packet, a connection request is transmitted to the parent machine. COPYRIGHT: (C)2011,JPO&INPIT
    • 要解决的问题:允许显示父机器列表和到任意父机器的条目。

      解决方案:从父机器广播包含父机器编号PID,用户名UserName,游戏名称GameName,OC标志,E插槽,U插槽和有效载荷的父机器分组。 所有的父机器数据包都是从存在于可以传送到自身的机器的范围(64)内的父机器接收的,父机器列表被创建,并且父机器列表显示在LCD上。 因此,自身机器的用户或播放器通过在看到例如父机器列表的游戏名称之后操作包含在操作键中的十字键来选择一个所需的母机。 此外,通过由父机器分组指定的E时隙发送自身机器的子机CID,向父机发送连接请求。 版权所有(C)2011,JPO&INPIT