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公开(公告)号:US06417854B1
公开(公告)日:2002-07-09
申请号:US09196231
申请日:1998-11-20
申请人: Takashi Isowaki , Junichi Yamanaka , Hiroshi Masui , Takashi Fujimura , Takeshi Iwasaki , Naotake Nishimura , Makoto Osaki , Koki Koiwa , Saori Nishikawa
发明人: Takashi Isowaki , Junichi Yamanaka , Hiroshi Masui , Takashi Fujimura , Takeshi Iwasaki , Naotake Nishimura , Makoto Osaki , Koki Koiwa , Saori Nishikawa
IPC分类号: G06T1570
CPC分类号: A63F13/52 , A63F13/10 , A63F13/57 , A63F13/803 , A63F2300/64 , A63F2300/66 , A63F2300/8017 , G06T15/04
摘要: The image processing system comprises means for preparing a plurality of textures for providing to at least one first texture thereof a background image, in which a movable object is either in a stationary or low-speed state and means for providing to at least one of the remaining second textures a background image of when a movable object is in a low-speed or faster state of travel and for mapping to a screen in accordance with the state of themovable object the second texture in addition to the first texture.
摘要翻译: 图像处理系统包括用于准备多个纹理的装置,用于向其至少一个第一纹理提供背景图像,其中可移动物体处于静止或低速状态,并且用于提供至少一个 剩余的第二纹理是当可移动对象处于低速或更快的行进状态并且除了第一纹理之外还根据可移动对象的状态将第二纹理映射到屏幕的背景图像。
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公开(公告)号:US20050245304A1
公开(公告)日:2005-11-03
申请号:US11060809
申请日:2005-02-18
申请人: Yohsuke Takeda , Daichi Katagiri , Hiroshi Masui
发明人: Yohsuke Takeda , Daichi Katagiri , Hiroshi Masui
CPC分类号: A63F13/798 , A63F13/10 , A63F13/537 , A63F13/833 , A63F13/95 , A63F2300/206 , A63F2300/8029
摘要: The game device comprises display means for displaying game images, operation means operated by game players, and control means for controlling a game. On the game device, a competition game which is played by a plurality of game players is made to win and lose. The game device further comprises storage means which count values of a prescribed trick played by the game players, nicknames related to the prescribed trick, and nicknaming conditions for giving the nicknames. The control means judges based on operation states of the operation means operated by the game players whether or not the prescribed trick has been played by the game players in the progress of the game, renews the count values when it is judged that the prescribed trick has been played, and gives the nickname to the game players when the count values have satisfied the nicknaming conditions. The display means displays in the game images the nicknames, related to the game players. The game device can give a name expressing individuality of the game player.
摘要翻译: 游戏装置包括用于显示游戏图像的显示装置,由游戏玩家操作的操作装置和用于控制游戏的控制装置。 在游戏装置上,由多名游戏玩家进行的比赛游戏进行胜利和失败。 游戏装置还包括存储装置,其对由游戏玩家发挥的规定技巧的值进行计数,与规定的技巧相关的昵称以及用于给出昵称的昵称条件。 控制装置基于游戏者操作的操作装置的操作状态来判断游戏者在游戏进行中是否已经播放了规定的技巧,当判定规定的技巧具有 已经播放,并且当计数值满足了昵称的条件时,给予游戏玩家昵称。 显示装置在游戏图像中显示与游戏玩家相关的昵称。 游戏装置可以给出表示游戏玩家的个性的名称。
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公开(公告)号:US20100197407A1
公开(公告)日:2010-08-05
申请号:US12662179
申请日:2010-04-05
IPC分类号: A63F9/24
CPC分类号: A63F13/71 , A63F13/12 , A63F13/63 , A63F13/79 , A63F2300/401 , A63F2300/406 , A63F2300/407 , A63F2300/50 , A63F2300/532 , A63F2300/5546 , A63F2300/8011
摘要: An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.
摘要翻译: 本发明的目的是提供一种游戏服务器,其可以模拟与实际存在的特定人物相竞争的感觉。 本发明的游戏服务器为玩家A可以随着足球游戏的进展而改变的游戏场景中的动作提供多种选择。 选项包括运球(长),运球(短),通过球员前方,传球到球员的脚下,等待射击。 通过计数每个选项的次数,为每个游戏场景存储玩家A的动作模式。 游戏服务器是指与其他游戏玩家B玩耍时所存储的动作模式。这种配置使游戏玩家B能够像虚拟玩家一样玩虚拟体验。
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公开(公告)号:US20050209008A1
公开(公告)日:2005-09-22
申请号:US10517443
申请日:2003-06-11
申请人: Yusuke Shimizu , Hiroshi Masui , Toru Ikebuchi
发明人: Yusuke Shimizu , Hiroshi Masui , Toru Ikebuchi
CPC分类号: A63F13/79 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/95 , A63F2300/206 , A63F2300/406 , A63F2300/63 , G07F17/3232 , G07F17/3255
摘要: An object of the present invention is to provide a game machine having high data management ability. In order to achieve this object, the game machine (10) of the present invention includes a card interface (11) configured so that a magnetic card (20) is detachably attached thereto, card ID recording means (12) for recording a card ID generated on the basis of time information specifying the date and time when the magnetic card (20) is attached to the card interface (11) in a magnetic data recording area (22) provided in the magnetic card (20), and printing means (14) for printing an access code uniquely obtained by the calculation of a predetermined function based on the card ID in a printing area (21) of the magnetic card (20).
摘要翻译: 本发明的目的是提供一种具有高数据管理能力的游戏机。 为了实现该目的,本发明的游戏机(10)包括:卡接口(11),被配置为使得磁卡(20)可拆卸地安装在其上;卡ID记录装置(12),用于记录卡ID 基于指定磁卡(20)在设置在磁卡(20)中的磁数据记录区域(22)中的卡接口(11)上的日期和时间的时间信息生成的打印装置( 14),用于通过在所述磁卡(20)的打印区域(21)中基于所述卡ID来计算通过计算预定功能而唯一地获得的访问代码。
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公开(公告)号:US08814690B2
公开(公告)日:2014-08-26
申请号:US10517443
申请日:2003-06-11
申请人: Yusuke Shimizu , Hiroshi Masui , Toru Ikebuchi
发明人: Yusuke Shimizu , Hiroshi Masui , Toru Ikebuchi
IPC分类号: A63F13/00
CPC分类号: A63F13/79 , A63F13/10 , A63F13/12 , A63F13/35 , A63F13/95 , A63F2300/206 , A63F2300/406 , A63F2300/63 , G07F17/3232 , G07F17/3255
摘要: A game machine (10) includes a card interface (11) configured so that a magnetic card (20) is detachably attached thereto, an element (12) to record a card ID generated on the basis of time information specifying the date and time when the magnetic card (20) is attached to the card interface (11) in a magnetic data recording area (22) provided in the magnetic card (20), and an element (14) to print an access code uniquely obtained by the calculation of a predetermined function based on the card ID in a printing area (21) of the magnetic card (20).
摘要翻译: 一种游戏机(10),包括:卡片接口(11),被配置为使得磁卡(20)可拆卸地附接到其上;元件(12),用于记录基于指定日期和时间的时间信息生成的卡片ID 磁卡(20)在设置在磁卡(20)中的磁数据记录区域(22)中的卡接口(11)上安装,以及一个元件(14),用于打印通过计算 基于所述磁卡(20)的打印区域(21)中的卡ID的预定功能。
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公开(公告)号:US08109831B2
公开(公告)日:2012-02-07
申请号:US12662179
申请日:2010-04-05
IPC分类号: A63F13/00
CPC分类号: A63F13/71 , A63F13/12 , A63F13/63 , A63F13/79 , A63F2300/401 , A63F2300/406 , A63F2300/407 , A63F2300/50 , A63F2300/532 , A63F2300/5546 , A63F2300/8011
摘要: An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.
摘要翻译: 本发明的目的是提供一种游戏服务器,其可以模拟与实际存在的特定人物相竞争的感觉。 本发明的游戏服务器为玩家A可以随着足球游戏的进展而改变的游戏场景中的动作提供多种选择。 选项包括运球(长),运球(短),通过球员前方,传球到球员的脚下,等待射击。 通过计数每个选项的次数,为每个游戏场景存储玩家A的动作模式。 游戏服务器是指与其他游戏玩家B玩耍时所存储的动作模式。这种配置使游戏玩家B能够像虚拟玩家一样玩虚拟体验。
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公开(公告)号:US07731589B2
公开(公告)日:2010-06-08
申请号:US10476693
申请日:2002-05-09
IPC分类号: A63F13/00
CPC分类号: A63F13/71 , A63F13/12 , A63F13/63 , A63F13/79 , A63F2300/401 , A63F2300/406 , A63F2300/407 , A63F2300/50 , A63F2300/532 , A63F2300/5546 , A63F2300/8011
摘要: An object of the present invention is to provide a game server that can simulate the sensation of competing in a game against an actually existing specific person. The game server of the present invention offers a plurality of options for the actions that gamer A can select in game scenes that change along with the progress of a soccer game. The options include dribble (long), dribble (short), pass in front of the player, pass to the foot of the player, wait, and shoot. The action patterns of gamer A are stored for each game scene by counting the number of times each option is selected. The game server refers to the stored action patterns when playing against another gamer B. This configuration makes it possible for the gamer B to have a virtual experience as if he were competing with the gamer A.
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公开(公告)号:US07540805B2
公开(公告)日:2009-06-02
申请号:US11060809
申请日:2005-02-18
申请人: Yohsuke Takeda , Daichi Katagiri , Hiroshi Masui
发明人: Yohsuke Takeda , Daichi Katagiri , Hiroshi Masui
IPC分类号: A63F13/00
CPC分类号: A63F13/798 , A63F13/10 , A63F13/537 , A63F13/833 , A63F13/95 , A63F2300/206 , A63F2300/8029
摘要: The game device comprises display means for displaying game images, operation means operated by game players, and control means for controlling a game. On the game device, a competition game which is played by a plurality of game players is made to win and lose. The game device further comprises storage means which count values of a prescribed trick played by the game players, nicknames related to the prescribed trick, and nicknaming conditions for giving the nicknames. The control means judges based on operation states of the operation means operated by the game players whether or not the prescribed trick has been played by the game players in the progress of the game, renews the count values when it is judged that the prescribed trick has been played, and gives the nickname to the game players when the count values have satisfied the nicknaming conditions. The display means displays in the game images the nicknames, related to the game players. The game device can give a name expressing individuality of the game player.
摘要翻译: 游戏装置包括用于显示游戏图像的显示装置,由游戏玩家操作的操作装置和用于控制游戏的控制装置。 在游戏装置上,由多名游戏玩家进行的比赛游戏进行胜利和失败。 游戏装置还包括存储装置,其对由游戏玩家发挥的规定技巧的值进行计数,与规定的技巧相关的昵称以及用于给出昵称的昵称条件。 控制装置基于游戏者操作的操作装置的操作状态来判断游戏者在游戏进行中是否已经播放了规定的技巧,当判定规定的技巧具有 已经播放,并且当计数值满足了昵称的条件时,给予游戏玩家昵称。 显示装置在游戏图像中显示与游戏玩家相关的昵称。 游戏装置可以给出表示游戏玩家的个性的名称。
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