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    • 1. 发明申请
    • VIDEO GAME DEVICE, VIDEO GAME IMPLEMENTATION METHOD AND PROGRAM
    • 视频游戏设备,视频游戏实施方法和程序
    • US20080254849A1
    • 2008-10-16
    • US11854727
    • 2007-09-13
    • Tetsuya NOMURAHajime TABATA
    • Tetsuya NOMURAHajime TABATA
    • A63F9/24G06F17/00
    • A63F13/822A63F13/10A63F13/44A63F13/58A63F2300/638A63F2300/64A63F2300/65A63F2300/807A63F2300/8094
    • To reflect a player's degree of skill in a battle between a player character and an enemy character, and increase a strategic element. In the event that a player selects magic as an action of a player character in a battle between a player character and an enemy character, a puzzle battle is started. In the puzzle battle, a magic army (a block frame) is displayed on a display device in accordance with a kind of magic selected, the player moves or rotates a block falling from above the display device by operating an input device, stops it in a desired position, and fills the magic army. In the event that all squares of the magic army are filled with the blocks before a time elapsing from a start of the puzzle battle, displayed on an elapsed time gauge, reaches a prescribed time, the magic selected by the player is unleashed, and inflicts damage on the enemy character. An effectiveness of the magic depends on an overlapping, and a protrusion from the magic army, of the blocks.
    • 反映玩家在玩家角色和敌人角色之间的战斗中的技能水平,并增加战略要素。 如果玩家在玩家角色和敌人角色之间的战斗中选择魔术作为玩家角色的动作,则开始拼图战斗。 在拼图战斗中,根据所选择的魔法种类,在显示装置上显示魔法部队(框架),玩家通过操作输入装置移动或旋转从显示装置上方落下的块,停止在 一个期望的位置,并填补魔法军队。 如果魔术队的所有正方形在从开始的拼图游戏开始之前充满了块,在经过的时间表上显示,达到规定的时间,玩家选择的魔法释放,并造成 对敌人的伤害。 魔法的有效性取决于魔法部队的重叠和突出部分。
    • 2. 发明申请
    • COMMUNICATION GAME SYSTEM, COMMUNICATION GAME APPARATUS, AND PROGRAM
    • 通信游戏系统,通信游戏设备和程序
    • US20130053152A1
    • 2013-02-28
    • US13548636
    • 2012-07-13
    • Hajime TABATA
    • Hajime TABATA
    • A63F9/24
    • A63F13/31A63F13/12A63F13/35A63F13/48A63F13/55A63F2300/556A63F2300/5566A63F2300/558A63F2300/636
    • A game system which enables a host player to progress a game in collaboration with guest players is provided. The host player progresses the game by moving a party, including a plurality of player characters, on a field. When the party arrives at a predetermined point on a predetermined field, a battle with an enemy character is started. When a player character of the party becomes inoperative in the battle, a player character of a guest player may be substituted for the inoperative player character by sending a support request to the guest player. Although there is a time limit that the player character of the guest player may participate in the battle, the time limit may be extended when the corresponding player character achieves a predetermined condition in the battle.
    • 提供了一种能够使主机玩家与客人合作进行游戏的游戏系统。 主机玩家通过在场上移动包括多个玩家角色的聚会来进行游戏。 当一方到达预定场地的预定点时,开始与敌方角色的战斗。 当该方的玩家角色在战斗中变得不起作用时,可以通过向该客人发送支持请求来代替该参赛者角色的玩家角色。 虽然有时间限制,客人的玩家角色可以参加战斗,但是当对方的玩家角色在战斗中达到预定条件时,可以延长时间限制。
    • 3. 发明申请
    • VIDEO GAME CONTROL SYSTEM AND A VIDEO GAME CONTROL SERVER
    • 视频游戏控制系统和视频游戏控制服务器
    • US20080076569A1
    • 2008-03-27
    • US11855561
    • 2007-09-14
    • Hajime TABATA
    • Hajime TABATA
    • A63F9/24
    • A63F13/35A63F13/12A63F13/216A63F13/79A63F2300/406A63F2300/69
    • When usage command information is received from any one of player terminals, an integrated attack determiner determines whether or not an attack action by an attack command is to be an integrated attack action, in which the attack actions by the attack commands included in a usage history are integrated, on the basis of a current position of the user terminal. The integrated attack determiner also determines attack power specification information capable of specifying the attack power in the case where it is determined that the attack action is to be the integrated attack action. An attack instruction information transmitter transmits attack instruction information indicating a determination result of the integrated attack determiner to the player terminal. A usage history information updater updates the usage history information by adding the received usage command information to the usage history of the attack commands.
    • 当从任何一个播放器终端接收到使用命令信息时,综合攻击确定器确定攻击命令的攻击行为是否是综合攻击动作,其中包括在使用历史中的攻击命令的攻击行为 基于用户终端的当前位置进行集成。 集成攻击确定器还确定在确定攻击动作是集成攻击动作的情况下能够指定攻击强度的攻击能力指定信息。 攻击指令信息发送器将指示综合攻击确定器的确定结果的攻击指令发送到玩家终端。 使用历史信息更新器通过将接收到的使用命令信息与攻击命令的使用历史相加来更新使用历史信息。
    • 4. 发明申请
    • VIDEO GAME CONTROL SYSTEM AND A VIDEO GAME CONTROL SERVER
    • 视频游戏控制系统和视频游戏控制服务器
    • US20080076578A1
    • 2008-03-27
    • US11856153
    • 2007-09-17
    • Hajime TABATA
    • Hajime TABATA
    • G06F17/00
    • A63F13/216A63F13/12A63F13/335A63F13/35A63F13/79A63F2300/406A63F2300/5573
    • When support appeal reception information is received from a player terminal, a support appeal information transmitter transmits support appeal information for support appeal to other player terminals than the player terminal. In this case, the other player terminals are positioned within a predetermined range from the current position of the player terminal. In the case where support contents information indicating support contents is received from any of the other player terminals in accordance with the support appeal indicated by the support appeal information, a support appeal reply execution information transmitter transmits support appeal reply instruction execution information for instructing the player terminal to execute the support contents indicated by the received support contents information to the player terminal. The player terminal then executes support from the other player terminals in the executing event on the basis of the received support appeal reply instruction execution information.
    • 当从玩家终端接收到支持呼叫接收信息时,支持呼叫信息发送器发送用于支持呼叫的支持呼叫信息,而不是与玩家终端相关的其他玩家终端。 在这种情况下,其他玩家终端位于从玩家终端的当前位置起的预定范围内。 在根据由支持呼叫信息指示的支持呼叫从任何其他玩家终端接收到指示支持内容的支持内容信息的情况下,支持呼叫回复执行信息发送器发送用于指示玩家的支持上诉回复指令执行信息 终端将播放终端执行由接收到的支持内容信息指示的支持内容。 播放终端然后根据所接收到的支持呼叫应答指令执​​行信息在执行事件中执行来自其他玩家终端的支持。