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    • 1. 发明授权
    • Electronic matrix board game apparatus and method
    • 电子矩阵板游戏机及方法
    • US4339135A
    • 1982-07-13
    • US199468
    • 1980-10-22
    • Jeffrey D. BreslowAlex ImattChristian H. Oberth
    • Jeffrey D. BreslowAlex ImattChristian H. Oberth
    • A63F9/24G06F19/00A63F9/06
    • A63F3/00643
    • An electronic computer game and method includes a matrix of 25 LED's (light emitting diodes) and two sets of push button switches positioned on opposite sides of the matrix. Each set of push buttons comprises a group of five push buttons corresponding to the five rows of the matrix and a group of five push buttons corresponding to the five columns of the matrix. Each set of push buttons is arranged so that the ten fingers of a player may be placed on the push buttons and any one of the LED's in the matrix may be rapidly selected by either player by simultaneous actuation of one push button in each of his groups. A game selector switch may be moved to select one of a number of games of action, reaction or strategy each of which is controlled by a microprocessor which stores selection of LED's by each player, sets up random patterns on the matrix which are randomly altered, keeps track of each player's score and provides audible and visual signals informing the players of the progress of the game, etc.
    • 电子计算机游戏和方法包括25个LED(发光二极管)和位于矩阵的相对侧上的两组按钮开关的矩阵。 每组按钮包括与矩阵的五行相对应的一组五个按钮,以及与该矩阵的五列对应的一组五个按钮。 每组按钮被布置成使得玩家的十个手指可以被放置在按钮上,并且矩阵中的任何一个LED可以由任一玩家通过同时激活他的每个组中的一个按钮来快速地选择 。 可以移动游戏选择器开关以选择多个游戏动作,反应或策略中的每一个,每个游戏由每个玩家存储LED的选择的微处理器控制,在矩阵上随机改变随机模式, 跟踪每个玩家的得分,并提供声音和视觉信号,通知玩家游戏进度等。
    • 2. 发明授权
    • Viewing device for generating a three-dimensional image
    • 用于生成三维图像的观看装置
    • US4398723A
    • 1983-08-16
    • US229659
    • 1981-01-29
    • Erick E. EricksonChristian H. OberthJeffrey D. BreslowDouglas P. Montague
    • Erick E. EricksonChristian H. OberthJeffrey D. BreslowDouglas P. Montague
    • A63F9/02A63F13/08
    • A63F13/25A63F13/08A63F9/0291A63F2250/305
    • A game apparatus includes a viewing device which incorporates a viewing console that receives replaceable visual cartridges and a microcomputer for generating game functions. The visual cartridges are automatically opened upon insertion into the viewing console to reveal a three-dimensional scene. When the visual cartridge is opened, its cover swings into alignment with a plurality of light emitting elements. These elements are operative to selectively illuminate various regions of the cover and to project indicia located on the illuminated region onto the scene provided by the viewing cartridge. Each viewing device can be provided with a plurality of different cartridges with covers bearing different symbols to produce a variety of visual effects useful in implementing game devices, particularly microcomputer controlled game devices, and visual displays such as advertising displays and the like.
    • 一种游戏装置,包括观赏装置,该观赏装置包括观察台,其接收可更换的视觉盒,以及微型计算机,用于产生游戏功能。 视觉盒在插入观察台后自动打开以显示三维场景。 当视觉盒被打开时,其盖与多个发光元件对准摆动。 这些元件可操作以选择性地照亮盖的各个区域,并将位于照明区域上的标记投影到由观察盒提供的场景上。 每个观察装置可以设置有多个具有不同符号的盖的不同的盒,以产生用于实现游戏装置,特别是微型计算机控制的游戏装置以及诸如广告显示器等的视觉显示器的各种视觉效果。
    • 3. 发明授权
    • Ball bounce game using electromagnetic beams
    • 球反弹游戏使用电磁束
    • US07102119B1
    • 2006-09-05
    • US11064688
    • 2005-02-24
    • Jeffrey D. BreslowZarko StambolicKarl R. Meyer
    • Jeffrey D. BreslowZarko StambolicKarl R. Meyer
    • H01J40/14A63B37/00
    • A63B67/002A63B71/0605A63H2200/00
    • The present invention is a computerized game device or game playing method for use with objects such as balls and a generally planar surface. The game device may comprise at least two electromagnetic beam transmitters arranged to emit electromagnetic beams and at least two corresponding electromagnetic beam receivers generating signals. The game device further comprises a support for the transmitters and receivers having a surface shaped to rest stably against the planar surface, the support positioning each transmitter to emit its electromagnetic beam parallel to the other beams and parallel to the planar surface, the support positioning each receiver to receive one of the electromagnetic beams, and the support shaped to permit the objects to pass through the beams and to strike the planar surface without striking the support. The game device further comprises a game computer arranged to receive signals from the receivers and programmed to implement at least one game where performance is judged by analysis of the signals received from the receivers.
    • 本发明是一种计算机化游戏装置或游戏方法,用于与诸如球和大致平坦的表面之类的物体。 游戏装置可以包括布置成发射电磁波束的至少两个电磁波束发射器和产生信号的至少两个对应的电磁波束接收器。 游戏装置还包括对具有成形为能够平稳地靠在平面上的表面成形的发射器和接收器的支撑件,支撑件将每个发射器定位以发射其平行于其他光束并平行于平面的电磁波束,支撑件将每个 接收器以接收电磁束中的一个,并且支撑件被成形为允许物体穿过梁并且撞击平坦表面而不会撞击支撑件。 游戏装置还包括游戏计算机,该游戏计算机被布置为从接收器接收信号并被编程以实现至少一个游戏,其中通过从接收器接收的信号的分析来判断性能。
    • 4. 发明授权
    • Apparatus and method of playing a menu item collecting game
    • 播放菜单项收集游戏的装置和方法
    • US4948146A
    • 1990-08-14
    • US307384
    • 1989-02-06
    • Carol D. SnyderJeffrey D. Breslow
    • Carol D. SnyderJeffrey D. Breslow
    • A63F3/00A63F3/02
    • A63F3/0478A63F2003/00523A63F2003/0486A63F2011/0083A63F2250/022A63F3/00574
    • A game in which a number of players each attempt to collect all of the parts of a meal indicated on a menu allocated to each player at the outset of the game. No two menus are alike, but there is one part of the meal that is common to each of the menus. Other parts are common to some but not all of the menus. Each of the parts of the meal is displayed on one side of a commonly shaped, preferably pie shaped, piece. The pieces fit into cutout portions of a tray provided to each player. In addition to the menu item pieces, similarly shaped pieces have instructions on one side which cause players to trade pieces. All of the pieces are placed face down and each player in turn picks up a piece to obtain the needed parts of the meal. As each player picks and replaces unneeded items, the other players attempt to recall the location of items they need so that they can pick them on their next turn.
    • 游戏开始时分配给每个玩家的菜单上指示的一些玩家各自尝试收集餐的所有部分的游戏。 没有两个菜单是一样的,但是每个菜单共同的一部分餐点。 其他部分是一些但不是所有的菜单通用。 膳食的每个部分显示在通常成型的,优选饼形的片的一侧。 这些件装配到提供给每个玩家的托盘的切口部分中。 除了菜单项之外,类似形状的部件具有一方的指令,使得玩家交易零件。 所有的片段都面朝下放置,每个玩家依次拿起一块,以获得所需的部分食物。 当每个玩家选择并替换不需要的物品时,其他玩家会尝试召回他们需要的物品的位置,以便他们可以在下一回合中选择它们。
    • 5. 发明授权
    • Target game apparatus with steps
    • 目标游戏装置与步骤
    • US4834391A
    • 1989-05-30
    • US149721
    • 1988-01-29
    • Ralph J. KuleszaFrank WimmerJeffrey D. Breslow
    • Ralph J. KuleszaFrank WimmerJeffrey D. Breslow
    • A63F7/00
    • A63F7/00
    • A game including a housing formed of two opposed halves that pivot together. Each half has steps from a raised end proximal a player to a gap at the lower distal end where the halves are pivotally connected. Two players are each allocated a number of marbles, that are initially placed adjacent the player's raised end, plus a larger shooter. By dropping the shooter, the player attempts to knock the marbles down the steps toward the gap. Whenever a player causes a marble to drop through the gap, the player gets another turn. After each turn, the player's shoot is returned to the player via a ramp. All of the marbles knocked down the steps and through the gap, drop through the shooter return ramp and are directed by another ramp toward the opposing player. Clearing the steps of all of the marbles allocated to a player wins the game.
    • 一种游戏,包括由两个相对的一半组成的壳体,其枢转在一起。 每一半具有从玩家附近的升高端到在半远端枢转连接的下远端处的间隙的台阶。 两名球员分别被分配了一些弹珠,最初放置在玩家的顶端附近,加上一个较大的射手。 通过放弃射手,玩家试图将大理石击倒走向差距的台阶。 每当玩家造成大理石落差时,玩家再次转身。 每转后,玩家的射击通过坡道返回给玩家。 所有的弹珠都击倒了台阶,通过这个差距,掉落在射手回程斜坡上,并被另一个斜坡导向对方的对手。 清除分配给玩家的所有大理石的步骤赢得比赛。
    • 8. 发明授权
    • Board game with chance device playing piece
    • 棋盘游戏与机会设备播放
    • US4534567A
    • 1985-08-13
    • US463636
    • 1983-02-03
    • Michael J. FerrisPaul H. WiseJeffrey D. Breslow
    • Michael J. FerrisPaul H. WiseJeffrey D. Breslow
    • A63F3/00A63F3/02
    • A63F3/00075A63F2003/00848
    • A board game in which a horizontal playing surface is defined by an array of hexagonal spaces, each space abutting the adjacent space, and a number of vertical walls disposed along lines formed by adjacent hexagonal spaces. Player start spaces are provided and a target is located on a site remote from the start spaces. Available paths of movement from space to space are limited by the walls but the player token has a marker movable parallel to the planar surface and transverse to the playing surface to pass over a wall. Both the player and the target may attack each other when they are on an aligned file of spaces, however, the target is further required to be facing the player token in order to attack. The playing spaces include defense zones armed by the presence of a defense playing piece in the form of a missile silo or cannon and activated by a chance drum borne by the target along with a number chance drum. The player's token is in the form of a plane or rocket and play is commenced with certain fuel allocations that may be increased by landing the token on fuel tanks on the playing surface.
    • 一种棋盘游戏,其中水平游戏表面由六边形空间的阵列,邻接相邻空间的每个空间以及沿着由相邻六边形空间形成的线布置的多个竖直壁限定。 提供播放器起始空间,目标位于远离起始空间的站点上。 从空间到空间的可移动路径受到墙壁的限制,但是玩家令牌具有平行于平坦表面并且横向于游戏表面的标记可以越过墙壁。 玩家和目标对象可能会在对齐的空格文件中相互攻击,但目标进一步需要面对玩家令牌以进行攻击。 演奏空间包括防御区,由导弹筒仓或大炮形式的防御演员组成,并由目标身上带有机会的鼓以及数次机会鼓激活。 玩家的标记是飞机或火箭的形式,并且游戏开始时可以通过将令牌登陆在游戏表面上的燃料箱上来增加某些燃料分配。
    • 10. 发明授权
    • Electronic dart game
    • 电子镖游戏
    • US4333657A
    • 1982-06-08
    • US119888
    • 1980-02-08
    • Eugene JaworskiHarry DiskoJeffrey D. Breslow
    • Eugene JaworskiHarry DiskoJeffrey D. Breslow
    • F41J5/04A63F9/02
    • F41J5/04
    • An electronic dart game includes the provision of a housing and a plurality of generally radially positioned target areas. The housing may be self-supporting or may include means for supporting the housing on a vertical surface such as a wall or door. The targets comprise a plurality of generally tapered or pie-shaped segments, each segment being a depressible panel or switch for establishing an electrical contact when depressed. A plurality of projectiles, preferably loosely filled flexible packets, are hurled by the players toward the targets. Because of the proximity to one another and the adjacent nature of the innermost tips of the panels, a plurality of panels, or switches, may be actuated upon being hit by one of the projectiles. Each of the panels includes a light source, such as a light emitting diode, to indicate when the panel has been actuated. A microcomputer and associated circuitry is programmed to provide a plurality of games for a predetermined number of players. The housing may include a catch gutter for the projectiles and a plurality of switches for operating the game as well as a display for indicating a score or other relevant information.
    • 电子飞镖游戏包括提供壳体和多个大致径向定位的目标区域。 壳体可以是自支撑的,或者可以包括用于在垂直表面(例如墙壁或门)上支撑壳体的装置。 目标包括多个通常为锥形或饼形的段,每个段是可压下的面板或开关,用于在压下时建立电接触。 多个投弹物,优选松散填充的柔性包装物,被玩家朝向目标物投掷。 由于彼此接近并且板的最内端部的相邻特性,可以在被其中一个抛射体击中时致动多个面板或开关。 每个面板包括诸如发光二极管的光源,以指示面板何时被致动。 微型计算机和相关电路被编程为为预定数量的玩家提供多个游戏。 壳体可以包括用于射弹的捕捉沟槽和用于操作游戏的多个开关以及用于指示分数或其他相关信息的显示器。