Patents by Inventor Nobuo Matsumiya

Nobuo Matsumiya has filed for patents to protect the following inventions. This listing includes patent applications that are pending as well as patents that have already been granted by the United States Patent and Trademark Office (USPTO).

  • Patent number: 10576382
    Abstract: A non-limiting example game apparatus includes a first LCD and a second LCD, a touch panel is provided on the second LCD. A pre-hitting operation screen is displayed on the second LCD, and a mark for designating a target landing point is displayed in this screen. A player designates a desired target landing point by moving the mark by a touch operation. A target shot power value for causing a ball to arrive the designated target landing point is calculated with using parameters set for a club that is currently selected. However, when the designated target landing point exceeds a position that the ball is hit using the club under selection with a maximum power value, the mark is moved to the position concerned and the maximum power value is set as a target shot power value.
    Type: Grant
    Filed: January 25, 2017
    Date of Patent: March 3, 2020
    Assignee: NINTENDO CO., LTD.
    Inventors: Yoshiaki Onishi, Nobuo Matsumiya, Shunsuke Matsushita, Hiroshi Miyamoto, Nobuya Ohashi, Kazuhisa Watanabe, Yuichi Mizobe
  • Patent number: 10525356
    Abstract: A non-limiting example game apparatus includes a display device, and a game screen is displayed on the display device. For example, a player character, an enemy character, a background object, etc. are displayed in the game screen. If a throw mode is set, a target cursor is moved on a predetermined plane in a virtual space based on an operation of a player, thereby to designate a target object with which a throwing object is made to be collided. When the target object is designated, a route object is displayed on a line segment that connects a throw starting point and a target point that is the designated position on the target object, and a shadow of the route object is displayed.
    Type: Grant
    Filed: April 25, 2018
    Date of Patent: January 7, 2020
    Assignee: NINTENDO CO., LTD.
    Inventors: Nobuo Matsumiya, Emi Makiuchi, Masahiro Yamamoto, Keita Sakunaga, Takeshi Kawamorita, Yosuke Suda
  • Publication number: 20180345148
    Abstract: A non-limiting example game apparatus includes a display device, and a game screen is displayed on the display device. For example, a player character, an enemy character, a background object, etc. are displayed in the game screen. If a throw mode is set, a target cursor is moved on a predetermined plane in a virtual space based on an operation of a player, thereby to designate a target object with which a throwing object is made to be collided. When the target object is designated, a route object is displayed on a line segment that connects a throw starting point and a target point that is the designated position on the target object, and a shadow of the route object is displayed.
    Type: Application
    Filed: April 25, 2018
    Publication date: December 6, 2018
    Inventors: Nobuo MATSUMIYA, Emi MAKIUCHI, Masahiro YAMAMOTO, Keita SAKUNAGA, Takeshi KAWAMORITA, Yosuke SUDA
  • Publication number: 20170216729
    Abstract: A non-limiting example game apparatus includes a first LCD and a second LCD, a touch panel is provided on the second LCD. A pre-hitting operation screen is displayed on the second LCD, and a mark for designating a target landing point is displayed in this screen. A player designates a desired target landing point by moving the mark by a touch operation. A target shot power value for causing a ball to arrive the designated target landing point is calculated with using parameters set for a club that is currently selected. However, when the designated target landing point exceeds a position that the ball is hit using the club under selection with a maximum power value, the mark is moved to the position concerned and the maximum power value is set as a target shot power value.
    Type: Application
    Filed: January 25, 2017
    Publication date: August 3, 2017
    Inventors: Yoshiaki ONISHI, Nobuo MATSUMIYA, Shunsuke MATSUSHITA, Hiroshi MIYAMOTO, Nobuya OHASHI, Kazuhisa WATANABE, Yuichi MIZOBE
  • Patent number: 9153071
    Abstract: A game apparatus generates control point data for forming a contour of each part of a character, generates a line model of a body being a line polygon model along the body on the basis of the control point data, then generates a line model of a foot being a line polygon model along a contour of one foot, and arranged at the back of the line model of the body Bd in a Z direction, and generates a mask model of the body being a transparent polygon model arranged at the back of the line model of the body in the Z direction and in front of the line model of the foot in the Z direction, and having the contour along the line of the body. Then, when the respective models are depicted with a Z comparison performed after depicting a background, the mask model of the body, the line model of the foot, the line model of the body are depicted in this order.
    Type: Grant
    Filed: April 5, 2013
    Date of Patent: October 6, 2015
    Assignee: Nintendo Co., Ltd.
    Inventors: Nobuo Matsumiya, Emi Watanabe, Yuhei Matsuda, Hironori Kuraoka
  • Publication number: 20130249910
    Abstract: A game apparatus generates control point data for forming a contour of each part of a character, generates a line model of a body being a line polygon model along the body on the basis of the control point data, then generates a line model of a foot being a line polygon model along a contour of one foot, and arranged at the back of the line model of the body Bd in a Z direction, and generates a mask model of the body being a transparent polygon model arranged at the back of the line model of the body in the Z direction and in front of the line model of the foot in the Z direction, and having the contour along the line of the body. Then, when the respective models are depicted with a Z comparison performed after depicting a background, the mask model of the body, the line model of the foot, the line model of the body are depicted in this order.
    Type: Application
    Filed: April 5, 2013
    Publication date: September 26, 2013
    Applicant: NINTENDO CO., LTD
    Inventors: Nobuo MATSUMIYA, Emi Watanabe, Yuhei Matsuda, Hironori Kuraoka
  • Patent number: 8460100
    Abstract: A game apparatus generates control point data for forming a contour of each part of a character, generates a line model of a body being a line polygon model along the body on the basis of the control point data, then generates a line model of a foot being a line polygon model along a contour of one foot, and arranged at the back of the line model of the body Bd in a Z direction, and generates a mask model of the body being a transparent polygon model arranged at the back of the line model of the body in the Z direction and in front of the line model of the foot in the Z direction, and having the contour along the line of the body. Then, when the respective models are depicted with a Z comparison performed after depicting a background, the mask model of the body, the line model of the foot, the line model of the body are depicted in this order.
    Type: Grant
    Filed: August 18, 2010
    Date of Patent: June 11, 2013
    Assignee: Nintendo Co. Ltd.
    Inventors: Nobuo Matsumiya, Emi Watanabe, Yuhei Matsuda, Hironori Kuraoka
  • Patent number: 8308566
    Abstract: A game apparatus capable of performing a game process in accordance with a motion applied to an input device. The game apparatus includes motion direction identifying means, moving direction setting means, correction means, and movement control means. The motion direction identifying means identifies a motion direction of the input device. The moving direction setting means sets a moving direction of a player object in a virtual game world in accordance with the motion direction of the input device. The correction means corrects the moving direction set by the moving direction setting means in accordance with a positional relation between the player object and a target object, which is other than the player object, in the virtual game world. The movement control means causes the player object to move in the virtual game world in accordance with the set moving direction.
    Type: Grant
    Filed: February 12, 2009
    Date of Patent: November 13, 2012
    Assignee: Nintendo Co., Ltd.
    Inventors: Toyokazu Nonaka, Nobuo Matsumiya, Yuki Hatakeyama
  • Patent number: 8292727
    Abstract: Whether or not an angular velocity detected by an angular velocity sensor is used for a game process is determined, and a difficulty level of a game to be subjected to a game process is set so as to vary depending on whether the angular velocity is determined to be used or the angular velocity is determined not to be used. When the angular velocity is determined not to be used, a process of specifying a motion direction of an input device is performed by using acceleration detected by an acceleration sensor, whereas when the angular velocity is determined to be used, at least a part of the process of specifying the motion of the input device is performed by using the angular velocity detected by the angular velocity sensor. Accordingly, based on the specified motion direction, the game process is performed while the set difficulty level is applied.
    Type: Grant
    Filed: September 9, 2009
    Date of Patent: October 23, 2012
    Assignee: Nintendo Co., Ltd.
    Inventors: Toyokazu Nonaka, Nobuo Matsumiya, Yuki Hatakeyama
  • Publication number: 20110300936
    Abstract: A game apparatus generates control point data for forming a contour of each part of a character, generates a line model of a body being a line polygon model along the body on the basis of the control point data, then generates a line model of a foot being a line polygon model along a contour of one foot, and arranged at the back of the line model of the body Bd in a Z direction, and generates a mask model of the body being a transparent polygon model arranged at the back of the line model of the body in the Z direction and in front of the line model of the foot in the Z direction, and having the contour along the line of the body. Then, when the respective models are depicted with a Z comparison performed after depicting a background, the mask model of the body, the line model of the foot, the line model of the body are depicted in this order.
    Type: Application
    Filed: August 18, 2010
    Publication date: December 8, 2011
    Applicant: NINTENDO CO., LTD.
    Inventors: Nobuo MATSUMIYA, Emi Watanabe, Yuhei Matsuda, Hironori Kuraoka
  • Publication number: 20100323783
    Abstract: Whether or not an angular velocity detected by an angular velocity sensor is used for a game process is determined, and a difficulty level of a game to be subjected to a game process is set so as to vary depending on whether the angular velocity is determined to be used or the angular velocity is determined not to be used. When the angular velocity is determined not to be used, a process of specifying a motion direction of an input device is performed by using acceleration detected by an acceleration sensor, whereas when the angular velocity is determined to be used, at least a part of the process of specifying the motion of the input device is performed by using the angular velocity detected by the angular velocity sensor. Accordingly, based on the specified motion direction, the game process is performed while the set difficulty level is applied.
    Type: Application
    Filed: September 9, 2009
    Publication date: December 23, 2010
    Applicant: NINTENDO CO., LTD.
    Inventors: Toyokazu NONAKA, Nobuo Matsumiya, Yuki Hatakeyama
  • Publication number: 20100144447
    Abstract: A game apparatus capable of performing a game process in accordance with a motion applied to an input device. The game apparatus includes motion direction identifying means, moving direction setting means, correction means, and movement control means. The motion direction identifying means identifies a motion direction of the input device. The moving direction setting means sets a moving direction of a player object in a virtual game world in accordance with the motion direction of the input device. The correction means corrects the moving direction set by the moving direction setting means in accordance with a positional relation between the player object and a target object, which is other than the player object, in the virtual game world The movement control means causes the player object to move in the virtual game world in accordance with the set moving direction.
    Type: Application
    Filed: February 12, 2009
    Publication date: June 10, 2010
    Inventors: Toyokazu NONAKA, Nobuo Matsumiya, Yuki Hatakeyama
  • Patent number: 6913536
    Abstract: Game machines automatically change the difficulty level of the game operation in the middle of the game based on an evaluation made on a player's game operation. A game machine determines, at least in terms of timing and type, whether the player's inputted button operation matches with the button operation designated by the game. If there is a match, the game machine determines it as an operation success. If not, the game machine determines it as an operation error. Based on the degree of operation success or operation error, the game machine dynamically changes the difficulty level of the game operation in the middle of the game.
    Type: Grant
    Filed: November 9, 2001
    Date of Patent: July 5, 2005
    Assignee: Nintendo Co., Ltd.
    Inventors: Toshikazu Tomizawa, Nobuo Matsumiya
  • Publication number: 20020137566
    Abstract: Provided are game machines for automatically changing the difficulty level of the game operation in the middle of the game based on an evaluation made on a player's game operation, and programs therefor. A game machine 1 determines, at least in terms of timing and type, whether the player's inputted button operation matches with the button operation designated by the game. If the button operation sees matching, the game machine 1 determines it as an operation success, and if the button operation sees no matching, determines it as an operation error. Based on the degree of operation success or operation error, the game machine 1 dynamically changes the difficulty level of the game operation in the middle of the game.
    Type: Application
    Filed: November 9, 2001
    Publication date: September 26, 2002
    Inventors: Toshikazu Tomizawa, Nobuo Matsumiya