Patents by Inventor Shigeru Miyamoto

Shigeru Miyamoto 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: 7762891
    Abstract: A game system is composed of a TV, a hand-held game machine, and a game apparatus, for example. A hand-held game machine and a plurality of controllers are connected to the game apparatus, for example. The hand-held game machine displays a first game screen which indicates the positions of first to fourth characters in a game space. The TV displays second game screens which respectively correspond to second to fourth characters, each of the second game screens displaying only a limited extent of the game space. When a predetermined condition is satisfied, an operable character for a player is switched from a first character to a second character. Since different extents of game space are displayed for different characters, an interesting game can be provided.
    Type: Grant
    Filed: November 19, 2003
    Date of Patent: July 27, 2010
    Assignee: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Hiroki Sotoike
  • Publication number: 20100115449
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Application
    Filed: January 6, 2010
    Publication date: May 6, 2010
    Applicant: Nintendo of America
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20100083187
    Abstract: A game apparatus as one example of an information processing apparatus includes an LCD, a touch panel provided to the LCD, and a CPU core. The CPU core displays a “Yes” button to which a command of allowing save of temporarily-stored sound data is assigned, on the LCD. When a designating operation of an arbitrary position within the displayed button is performed with a stick or the like, which position within the button is designated is specified through a touch panel, a condition is set to the command on the basis of the specified position, and information processing in relation to the command is executed according to the set condition.
    Type: Application
    Filed: August 12, 2009
    Publication date: April 1, 2010
    Inventors: Shigeru MIYAMOTO, Takaya IMAMURA, Yusuke AKIFUSA
  • Patent number: 7679623
    Abstract: A computer of an image processing device executing an image processing program displays, on a display device, a virtual three-dimensional space where there are a plurality of objects. The computer varies a size of a collision detection region defined for a predetermined object so that the size repeatedly increases and decreases over time, while the predetermined object is moving. Then, based on the collision detection region, it is determined whether or not the predetermined object and another object are in contact with each other. The computer displays, on the display device, a predetermined effect being inflicted on the object determined to be in contact with the predetermined object.
    Type: Grant
    Filed: July 10, 2006
    Date of Patent: March 16, 2010
    Assignee: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Kenta Usui, Kazuaki Morita
  • Publication number: 20100048271
    Abstract: A vehicle simulation such as for example a driving game can be provided by displaying an image of a steering wheel on a touch sensitive screen. Touch inputs are used to control the rotational orientation of displayed steering wheel. The rotational orientation of the displayed steering wheel is used to apply course correction effects to a simulated vehicle. Selective application of driver assist and different scaling of touch inputs may be provided.
    Type: Application
    Filed: October 27, 2009
    Publication date: February 25, 2010
    Applicant: NINTENDO CO., LTD.
    Inventors: Robert Champagne, Shigeki Yamashiro, Shigeru Miyamoto, Claude Comair
  • Patent number: 7667705
    Abstract: A game developer can “tag” an item in the game environment. When an animated character walks near the “tagged” item, the animation engine can cause the character's head to turn toward the item, and mathematically computes what needs to be done in order to make the action look real and normal. The tag can also be modified to elicit an emotional response from the character. For example, a tagged enemy can cause fear, while a tagged inanimate object may cause only indifference or indifferent interest.
    Type: Grant
    Filed: February 21, 2002
    Date of Patent: February 23, 2010
    Assignee: Nintendo of America Inc.
    Inventors: Henry Sterchi, Jeff Kalles, Shigeru Miyamoto, Denis Dyack, Carey Murray
  • Publication number: 20100032049
    Abstract: The present invention has an object of providing a method for producing a carbon fiber woven fabric in which the length of each warp yarn made of a carbon fiber strand is uniform, weft yarns are straightly arranged without waviness, and that is excellent in quality can be obtained with high productivity (production speed), and is characterized that a method for producing a carbon fiber woven fabric using an air jet loom in which heald in a shedding motion has an angle of repose in a range of 0 to 50° when weaving a uni-directional carbon fiber woven fabric woven with a carbon fiber strand having a fineness of 400 to 6,000 tex as the warp yarn and an auxiliary fiber having a fineness of ? or less of the carbon fiber strand as the weft yarn.
    Type: Application
    Filed: April 27, 2007
    Publication date: February 11, 2010
    Applicant: Toray Industries, Inc.
    Inventors: Eisuke Wadahara, Ikuo Horibe, Shigeru Miyamoto, Kenichi Takezawa, Kuniyoshi Kurihara, Kazuhiro Ohno
  • Patent number: 7625287
    Abstract: A vehicle simulation such as for example a driving game can be provided by displaying an image of a steering wheel on a touch sensitive screen. Touch inputs are used to control the rotational orientation of displayed steering wheel. The rotational orientation of the displayed steering wheel is used to apply course correction effects to a simulated vehicle. Selective application of driver assist and different scaling of touch inputs may be provided.
    Type: Grant
    Filed: October 5, 2005
    Date of Patent: December 1, 2009
    Assignee: Nintendo Co., Ltd.
    Inventors: Robert Champagne, Shigeki Yamashiro, Shigeru Miyamoto, Claude Comair
  • Patent number: 7578742
    Abstract: The player gives a change in the input through a touch operation to a character pattern P2 displayed on a second display screen 12a covered by a touch panel. The character pattern P2 is associated with a player character P1 displayed on a first display screen 11a, and is displayed on a larger scale than the player character P1. The player character P1 is moved according to the change in the input. Thus, a video game is provided that is played on a dual-screen video game device with a novel operation in which the player can accurately specify an intended position.
    Type: Grant
    Filed: March 23, 2005
    Date of Patent: August 25, 2009
    Assignee: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Hirohito Yoshimoto
  • Publication number: 20090176567
    Abstract: A hand-held game apparatus and a game program are provided which allow a user to play a game while going back and forth between two kinds of maps, namely, a narrow-range map and a broad-range map game, and arbitrarily change the displayed state of at least one of the broad-range map and the narrow-range map by manipulating a touch panel which is mounted on a liquid crystal display section for displaying the broad-range map. As liquid crystal display sections embodying two screens, a first liquid crystal display section and a second liquid crystal display section are provided, with a touch panel mounted on the second liquid crystal display section. The first liquid crystal display section displays a narrow-range map, and the second liquid crystal display section displays a broad-range map.
    Type: Application
    Filed: March 5, 2009
    Publication date: July 9, 2009
    Applicant: Nintendo Co., Ltd.
    Inventors: Shigeru MIYAMOTO, Katsuya EGUCHI
  • Publication number: 20090143138
    Abstract: A hand-held game apparatus and a game program allow a user to play a game while going back and forth between a narrow-range map and a broad-range map. The player can manipulate a touch panel mounted on a display for displaying the broad-range map. If the player manipulates the touch panel to point to a coordinate position on the broad-range map, thus designating coordinates for a narrow-range map to display, an image of the narrow-range map, which is changed as desired, is displayed. If the player indicates a moving direction on the broad-range map, to designate a scroll direction, the displayed broad-range map is moved (scrolled).
    Type: Application
    Filed: May 28, 2008
    Publication date: June 4, 2009
    Inventors: SHIGERU MIYAMOTO, Katsuya Eguchi
  • Publication number: 20090017908
    Abstract: Approach moving image storage means 10, 12 stores, in a predetermined storage section, display data used for displaying an approach moving image representing an approach method for a predetermined scene in the game, so as to associate the display data with the predetermined scene. Game process means S21 performs the game process, and display process means displays a game image on a display device. Moving image display instruction means S16, S17 receives an input made by a user for providing an instruction for displaying the approach moving image, and game scene determination means S31, S32 determines a scene in the game when the moving image display instruction means receives the input from the user. Moving image display means S36 reads, from the predetermined storage section, the approach moving image associated with the scene determined by the game scene determination means, and displays the approach moving image on the display device.
    Type: Application
    Filed: June 30, 2008
    Publication date: January 15, 2009
    Applicant: NINTENDO CO., LTD.
    Inventor: Shigeru Miyamoto
  • Publication number: 20090011838
    Abstract: User saved-data storage means S19 stores user saved-data which is generated as a result of a game play performed by a user. Digest saved-data storage means S48 stores a plurality of pieces of digest saved-data which are previously generated so as to be associated with predetermined scenes, respectively, in a game. Game start means S14 starts the game process without using the user saved-data and the plurality of pieces of digest saved-data. Game resuming means S12, S13 starts the game process by using the user saved-data. Digest game start means S4 starts the game process by using any of the plurality of pieces of digest saved-data. Saving means S19 generates the user saved-data, only in the game process started by the game start means or the game resuming means.
    Type: Application
    Filed: June 30, 2008
    Publication date: January 8, 2009
    Applicant: NINTENDO CO., LTD.
    Inventor: Shigeru Miyamoto
  • Publication number: 20080113793
    Abstract: A game apparatus (10) includes an LCD (12) and an LCD (14), for example, and the LCD (14) is provided with a touch panel (22). On the LCD (12), a first game image is displayed, and on the LCD (14), a second game image is displayed. It is determined whether or not the first game image becomes an object to be operated on the basis of coordinates data detected in response to an operation of the touch panel (22) by a player, input data obtained from an operating switch (20), a microphone (34), or the like. When it is determined that the first game image becomes an object to be operated, the first game image and the second game image are switched and displayed, for example. Then, when it is determined that the first game image displayed on the LCD (14) does not become an object to be operated, the first game image is displayed on the LCD (12).
    Type: Application
    Filed: February 24, 2005
    Publication date: May 15, 2008
    Inventors: Shigeru Miyamoto, Kiyoshi Mizuki, Keizo Ota, Tsuyoshi Kiyuna
  • Publication number: 20070293560
    Abstract: The invention provides compounds of Formula I: The invention relates to compounds having enzyme inhibitory activity. It further relates to methods for preparing the compounds, compositions comprising them and their use in methods of treatment. Particularly, the invention relates to methods for the treatment or prophylaxis of diseases and disorders resulting from excessive calpain activity.
    Type: Application
    Filed: May 17, 2007
    Publication date: December 20, 2007
    Inventors: Andrew Abell, James Coxon, Shigeru Miyamoto, Matthew Jones, Axel Neffe, Steven Aitken, Blair Stuart, Janna Nikkel, James Morton, Roy Bickerstaffe, Lucinda Goodricke Robertson, Hannah Lee, Matthew Muir
  • Patent number: 7309287
    Abstract: A change in input is made to a graphic displayed on a second display screen (12a) covered with a touch panel, with a stylus (16) or the like. By doing so, a player character P1 on a first display screen (11a) moves according to the change in the input. This allows a wide range of players to enjoy a game in a game machine having two display screens.
    Type: Grant
    Filed: December 7, 2004
    Date of Patent: December 18, 2007
    Assignee: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Hirohito Yoshimoto
  • Publication number: 20070270215
    Abstract: A pivoting camera viewpoint is provided so that when an animated game character uses a bow and arrow or other weapon, the camera adopts a third person 3D view based on the relative position of the game character and the target that game character is aiming his bow at. The user positions a target cursor on the desired target. This causes an imaginary line segment or plane to be drawn in 3D space between the desired target and the game character (or possibly the game character's bow). The imaginary line segment or plane continues through and past the game character, and the character keeps the weapon, if it is a missile weapon, pointed along this line segment. Additionally, the player can lock onto a target, and freely move a character around. While in lock-on mode, the camera automatically repositions itself to keep both the character and the target visible to a player.
    Type: Application
    Filed: May 8, 2007
    Publication date: November 22, 2007
    Inventors: Shigeru Miyamoto, Eiji Aonuma
  • Patent number: 7285051
    Abstract: A game system includes a first game machine which operates according to a first architecture and, a second game machine which operates according to a second architecture different from the first architecture and has a processing capability lower than that of the first game machine. A game information storage medium stores, in addition to a first game program executable on the first game machine, a second game program executable on the second game machine and an emulator program that converts the second architecture into the first architecture. When a predetermined condition is satisfied while a first game according to the first game program is being executed on the first game machine, it is possible to execute a second game according to the second game program using the emulator program.
    Type: Grant
    Filed: April 8, 2003
    Date of Patent: October 23, 2007
    Assignee: Nintendo Co., Ltd.
    Inventors: Katsuya Eguchi, Takashi Tezuka, Shigeru Miyamoto, Teruki Murakawa, Sagahiro Taho, Hideya Akasaka
  • Publication number: 20070171221
    Abstract: A computer of an image processing device executing an image processing program displays, on a display device, a virtual three-dimensional space where there are a plurality of objects. The computer varies a size of a collision detection region defined for a predetermined object so that the size repeatedly increases and decreases over time, while the predetermined object is moving. Then, based on the collision detection region, it is determined whether or not the predetermined object and another object are in contact with each other. The computer displays, on the display device, a predetermined effect being inflicted on the object determined to be in contact with the predetermined object.
    Type: Application
    Filed: July 10, 2006
    Publication date: July 26, 2007
    Applicant: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Kenta Usui, Kazuaki Morita
  • Publication number: 20070080831
    Abstract: A plurality of positional information transmitters 100, each of which transmits positional information to which a plurality of unit spaces are each uniquely assigned, are disposed on a ceiling. A mobile terminal 10 receives the positional information transmitted from each of the positional information transmitters 100 and changes a terminal-side image in accordance with the received positional information. Furthermore, the mobile terminal 10 transmits to a server 300 current positional information and operation information indicating an instruction inputted by a user. The server 300 changes, in accordance with the current positional information and the operation information received by the mobile terminal 10, a floor image displayed on a plurality of floor displays 200 disposed on a floor. Thus, it becomes possible to provide a highly interesting and novel position detecting system.
    Type: Application
    Filed: June 12, 2006
    Publication date: April 12, 2007
    Applicant: Nintendo Co., Ltd.
    Inventors: Shigeru Miyamoto, Takao Sawano, Hitoshi Yamazaki, Shinya Kawada