| KYORAKU INDUSTRIAL CO., LTD. Patent applications |
| Patent application number | Title | Published |
| 20120028705 | GAME MACHINE, PERFORMANCE CONTROL METHOD, AND PERFORMANCE CONTROL PROGRAM - A game machine, a performance control method, and a performance control program that make it possible by simple processing to identify the distance between a three-dimensional object and a virtual camera and the point of view of the virtual camera, and make it possible to provide a highly amusing game by means of player's operations on the virtual camera. Map information constituted by at least one section and layer information having a plurality of layers set for each section of the map information are stored. A performance object which specifies a performance mode in a game using a game medium is placed in at least one of the layers in at least one of the sections. When a section change operation for changing a section is accepted and a layer change operation for changing a layer in each section is accepted, a performance in the performance mode specified by the performance object is provided if the section is changed by the section change operation to the section that has the layer where the performance object is placed, and the layer is changed by the layer change operation to where the performance object is placed. | 02-02-2012 |
| 20120028704 | GAME MACHINE, DISPLAY CONTROL METHOD, AND DISPLAY CONTROL PROGRAM - A game machine, a display control method, and a display control program that make it possible to play a game focusing on an object whose sound output is being performed, even when a plurality of three-dimensional objects are arranged in a three-dimensional virtual space, are provided. Among three-dimensional objects in the three-dimensional virtual space, a three-dimensional object whose sound information is being output is mapped with a virtual camera. A performance image including the mapped three-dimensional object is drawn. The drawn performance image is displayed and controlled on a display device. | 02-02-2012 |
| 20120001900 | GAME MACHINE, DISPLAY CONTROL METHOD, AND DISPLAY CONTROL PROGRAM - A game machine, a display control method, and a display control program that can express a polygonal data object created from polygonal data in a three-dimensional virtual space by line drawing according to a performance state. A three-dimensional object is generated from polygon data which connects vertex coordinates in the three-dimensional virtual space. The vertex coordinates of the polygon data on the three-dimensional object are extracted. Lines are drawn between adjoining vertex coordinates among such vertex coordinates extracted. Part of the lines are deleted based on a performance condition corresponding to a performance state provided by a game using a game medium. A three-dimensional performance image based on the three-dimensional object of which part of the lines are deleted is drawn, and displayed and controlled on a display device. | 01-05-2012 |
| 20110105209 | GAME MACHINE - A ticket CPU of a game machine counts up how many sheets of payout tickets were paid out and how many times of jackpot occurred during the performance of one game play. Then, the ticket CPU operates a data display to display the maximum number of payout tickets per one game play on that day and the maximum frequency of jackpots per one game play on that day. Thus, there is provided such game machine that a player can refer to the displayed game information as reference material for deciding the rough standard about amount of inserted medium they may bet. | 05-05-2011 |
| 20110101606 | GAME MACHINE - A main CPU of a game machine outputs launching control data for enabling playing balls to be launched for 30 consecutive seconds to a launching drive circuit after the player inserted a predetermined amount of coins into the game machine. A launching strength generation circuit generates launching strength determined in accordance with the value of the launching volume. The generated strength is kept at equal to or more than a strength with which the playing balls reach a playfield on the game machine. When the launching control data is inputted, the launching drive circuit launches the playing balls toward the playfield with the launching strength generated by the launching strength generation circuit by a hammer. Thereby, the sales figures of game machine can be boosted since the playing time is limited to 30 consecutive seconds in principle, and waste time in the launching operation is saved. | 05-05-2011 |
| 20110101605 | GAME MACHINE - A main CPU of a game machine for playing a game with playing balls allows a player to launch the playing balls until 30 seconds have lapsed after the player inserted a predetermined amount of metal money into the game machine. Whenever the playing ball enters any predetermined win hole mounted on a playfield of a game board, a ticket CPU of the game machine controls the game machine to pay a ticket as a payout medium different from the playing ball out, not playing balls, so that the sales figures of the game machine can be boosted since the acquired playing balls are not reused for a next game play, that is, the player has to borrow new playing balls with money paid for the next game play. | 05-05-2011 |