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    • 64. 发明授权
    • Game machine and information storage medium
    • 游戏机和信息存储介质
    • US06319119B1
    • 2001-11-20
    • US09555380
    • 2000-07-10
    • Yutaka KonoeTatsuhiko Mochizuki
    • Yutaka KonoeTatsuhiko Mochizuki
    • A63F924
    • A63F13/837A63F13/10A63F13/44A63F13/52A63F13/843A63F2300/638A63F2300/66A63F2300/8076A63F2300/8088
    • The objective of this invention is to provide a game machine and information storage medium that make it possible for players to perceive which player has succeeded in attacking which target, in a simple manner. When players have launched attacks against a target, attacking player identification information, which is information for identifying which player has succeeded in attacking that target, is associated with that target and is kept and saved. Targets 40-1 and 40-2 that have been hit by shots 32-1 and 32-2 from players 1 and 2 turn red and blue, which are symbolic colors for players 1 and 2, or change shape to symbolic shapes for players 1 and 2. If player 1, whose symbolic color is red, succeeds in attacking a target then player 2, whose symbolic color is blue, succeeds in attacking the same target, the color of the target first changes from a neutral color to red, then to blue. A target which a player has succeeded in attacking is made to fragment and the attacking player identification information is associated with a target created by fragmentation. The attacking player identification information is associated with the target and is kept and saved until the game stage ends.
    • 本发明的目的是提供一种游戏机和信息存储介质,使得玩家能够以简单的方式感知哪个玩家成功地攻击哪个目标。 当玩家对目标发起攻击时,攻击玩家识别信息,该识别信息是用于识别哪个玩家成功攻击该目标的信息,与该目标相关联并被保存和保存。 来自玩家1和2的射击32-1和32-2击中的目标40-1和40-2转动红色和蓝色,这是玩家1和2的符号颜色,或者将形状改变为玩家1的符号形状 2.如果玩家1的符号颜色为红色,则成功攻击目标,则其符号颜色为蓝色的玩家2成功攻击相同的目标,目标的颜色首先从中性色变为红色,然后 到蓝色 玩家成功攻击的目标被分解,攻击玩家识别信息与由碎片创建的目标相关联。 攻击玩家识别信息与目标相关联,并保存并保存,直到游戏阶段结束为止。
    • 65. 发明授权
    • Image processor, image processing method and game machine and recording medium
    • 图像处理器,图像处理方法以及游戏机和记录介质
    • US06213878B1
    • 2001-04-10
    • US09011258
    • 1998-01-30
    • Akio SetsumasaAkira NishinoYusuke YoshidaTakeshi Tanaka
    • Akio SetsumasaAkira NishinoYusuke YoshidaTakeshi Tanaka
    • A63B1500
    • A63F13/493A63F13/10A63F13/537A63F13/843A63F2300/303A63F2300/306A63F2300/636A63F2300/8029
    • Although difficult game stages may not be cleared by unskilled players, by making the stages easy to be cleared, the degree of difficulty of the game would be lowered and the amusement of the game would be reduced. The present invention comprises: a storing device 102 capable of storing the number of certain marks displayed in an virtual space and which are in the player's hand, as well as displaying the position of such marks; a processing circuit 10 for advancing the respective steps of game control in sequence by referring to the operation signals supplied from an input device 2b, the number of marks in hand and positions thereof stored in the storing device, and for outputting displaying image data related thereto; a displaying circuit 11 for displaying a displaying image including the segment and marks on the basis of displaying image data supplied from the processing circuit. The processing circuit 10 generates displaying image data displaying said marks in the displaying image according to the operation signals, and stores the displaying positions of the marks in the storing device 102, and generates-displaying image data for displaying the segment at the displaying positions stored in the storing device 102 when the segment is unable to continue moving.
    • 虽然难度较大的玩家阶段可能不会被不熟练的玩家清除,但是通过使得阶段容易被清除,游戏的难度将降低,游戏的娱乐性将会降低。本发明包括:存储装置102 能够存储显示在虚拟空间中并且在玩家手中的某些标记的数量,以及显示这些标记的位置; 处理电路10,用于通过参考从输入装置2b提供的操作信号,存储在存储装置中的手中的标记数量和位置顺序地推进游戏控制的各个步骤,并且用于输出与其相关的显示图像数据 ; 显示电路11,用于基于显示从处理电路提供的图像数据来显示包括该段和标记的显示图像。 处理电路10根据操作信号生成在显示图像中显示所述标记的显示图像数据,并将标记的显示位置存储在存储装置102中,并且生成显示用于在存储的显示位置显示该段的图像数据 在分段不能继续移动时在存储装置102中。
    • 68. 发明授权
    • Computer game apparatus for providing independent audio in multiple
player game systems
    • 用于在多玩家游戏系统中提供独立音频的电脑游戏装置
    • US5556107A
    • 1996-09-17
    • US490549
    • 1995-06-15
    • Andrew L. Carter
    • Andrew L. Carter
    • A63F13/02A63F9/22
    • A63F13/54A63F13/02A63F13/843A63F2300/6063
    • The present invention has application to dedicated multimedia game systems and computer game programs executed by personal computers. A central processing unit (CPU) is coupled to a mass storage device, such as for example, a read-only memory game cartridge, CD-ROM, floppy disk or hard disk drive. The mass storage device stores an application game program which is executed by the CPU and further stores a library of sound data. A sound synthesizer circuit is coupled to the CPU for generating digital audio signals from the sound data stored in said mass storage device. Under program control the CPU selectively provides sound data for a player of the game program to the sound synthesizer circuit. A digital to audio converter (DAC) is coupled to receive the digital audio signals from the sound synthesizer circuit and convert the digital audio signals into analog audio signals. A listening device, such as a headphone, is coupled to the DAC to covert the analog audio signals into sound waves to be heard by the player. Under program control the CPU directs certain of the sound data to each of the players, such that the players hear separate and independent audio as required by the game program.
    • 本发明适用于由个人计算机执行的专用多媒体游戏系统和计算机游戏程序。 中央处理单元(CPU)耦合到大容量存储设备,例如只读存储器游戏盒,CD-ROM,软盘或硬盘驱动器。 大容量存储装置存储由CPU执行的应用游戏程序,并且还存储声音数据库。 声音合成器电路耦合到CPU,用于从存储在所述大容量存储装置中的声音数据产生数字音频信号。 在程序控制下,CPU选择性地向声音合成器电路提供用于游戏程序的玩家的声音数据。 数字 - 音频转换器(DAC)被耦合以从声音合成器电路接收数字音频信号,并将数字音频信号转换为模拟音频信号。 诸如耳机的聆听装置被耦合到DAC以将模拟音频信号转换成声波以被播放器听到。 在程序控制下,CPU将某些声音数据指向每个播放器,使得播放器根据游戏程序的要求听到单独和独立的音频。
    • 69. 发明授权
    • Multi-player video game with cooperative mode and competition mode
    • 具有合作模式和竞争模式的多人游戏视频游戏
    • US5405151A
    • 1995-04-11
    • US154887
    • 1993-11-18
    • Yuji NakaMasanobu Yamamoto
    • Yuji NakaMasanobu Yamamoto
    • A63F9/00A63F11/00A63F13/10G06T15/70G09G5/42A63F9/22
    • A63F13/843A63F13/10A63F13/42A63F13/52G09G5/42A63F2011/0095A63F2300/203A63F2300/64A63F2300/6607A63F2300/8088
    • A method is provided for controlling the motion of two game characters in a video game for use in a system which includes a video display screen, a user-controlled graphics controller, digital memory, a first user input device and a second user input device; wherein movement of the first game character is responsive to the first user input device and movement of the second game character is responsive to the second user input device; wherein the video game involves the game characters traversing a playfield which is displayed as a series of video screen images, the method comprising the steps of: providing a succession of game character movement commands to the first user input device in order to control the movement of the first game character through the playfield; displaying a succession of movements of the first character within the playfield in response to the succession of commands provided to the first user input device; storing the succession of commands provided to the first user input device in the digital memory; and displaying a succession of movements of the second character through the playfield in response to the succession of stored commands.
    • 提供了一种用于控制视频游戏中的两个游戏角色的运动的方法,用于包括视频显示屏,用户控制的图形控制器,数字存储器,第一用户输入设备和第二用户输入设备的系统中; 其中所述第一游戏角色的移动响应于所述第一用户输入装置,并且所述第二游戏角色的移动响应于所述第二用户输入装置; 其特征在于,所述视频游戏涉及通过作为一系列视频画面图像显示的游戏场的游戏角色,所述方法包括以下步骤:向所述第一用户输入装置提供连续的游戏角色移动命令,以便控制所述游戏角色的移动 通过游戏场的第一个游戏角色; 响应于提供给第一用户输入设备的命令的连续,在播放区域内显示第一个字符的一系列移动; 将提供给所述第一用户输入设备的命令的一系列存储在所述数字存储器中; 以及响应于存储的命令的连续,通过播放区显示第二个字符的一系列移动。