# US 10,946,289 B2 · Storage medium, game system, game apparatus and game controlling method

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- Number: US 10,946,289 B2
- Document ID: US10946289B2
- Status: Granted
- Kind: B2
- Application number: 16/777,947
- Filed: 2020-01-31
- Published: 2020-10-29
- Granted: 2021-03-16
- Earliest claimed: 2019-04-26
- Assignees: Nintendo Co., Ltd.
- Applicants: Nintendo Co., Ltd.
- Inventors: Kensuke Tanabe
- Web page: https://patentgrep.com/patent/US10946289B2

## CPC

- A63F 13/56: Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
- A63F 13/833: Hand-to-hand fighting, e.g. martial arts competition
- A63F 13/24: Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F 13/5252: using two or more virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character changes room or displaying a rear-mirror view in a car-driving game
- A63F 13/5255: according to dedicated instructions from a player, e.g. using a secondary joystick to rotate the camera around a player's character
- A63F 13/58: by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
- A63F 13/60: Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F 13/822: Strategy games; Role-playing games (A63F13/825, A63F13/828 take precedence)
- A63F 13/825: Fostering virtual characters
- A63F 2300/6669: using a plurality of virtual cameras concurrently or sequentially, e.g. automatically switching between fixed virtual cameras when a character change rooms
- A63F 2300/6676: by dedicated player input
- A63F 2300/8029: Fighting without shooting
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR

## Abstract

A non-limiting example game system comprises a processor incorporated in a main body apparatus, and the processor displays, in a battle scene, a battle screen including a player character, an enemy character and a board face object on a display. The board face object having a circular board face that is formed with multiple partial objects that are sectioned by multiple concentric circles and multiple lines extended radially. A player makes the multiple partial objects move in a circumferential direction or a radial direction so as to change arrangement of multiple enemy characters placed on the multiple partial objects, thereby causing the player character to perform an attack.

## Claims

### Claim 1

A non-transitory computer-readable storage medium having stored therein a game program executable by a computer of an information processing apparatus, wherein the game program causes one or more processors of the computer to execute:
arranging in a virtual space a board face object having a circular board face that is formed with multiple parts that are sectioned by multiple lines extended in a radial direction from a center and multiple concentric circles;
placing a game object on at least one of the parts;
moving multiple parts that are designated based on an operation input and surrounded by common concentric circles together with the game object that is placed on the part;
game processing that causes, based on an operation input, a player character object to perform a predetermined action based on arrangement of the game object on the board face object; and
generating, based on a virtual camera, an image of the virtual space to be displayed on a display.

### Claim 2 (depends on 1)

The storage medium according to claim 1, wherein the game program causes the one or more processors further to execute: moving first multiple parts and second multiple parts designated based on an operation input, the first multiple parts being surrounded by common lines extended in the radial direction and the second multiple parts being point symmetry with respect to the first multiple parts with a reference of the center, together with the game objects placed on the first multiple parts and the second multiple parts, in a manner that the first multiple parts and the second multiple parts are moved to an outer side of one of the first multiple parts and the second multiple parts, and an outermost part of one of the first multiple parts and the second multiple parts is moved to an outermost part the other of the first multiple parts and the second multiple part.

### Claim 3 (depends on 1)

The storage medium according to claim 1, wherein the game program causes the one or more processors further to execute: moving to an outside direction or an inside direction multiple parts that are designated based on an operation input and surrounded by common lines extended in the radial direction, together with one or more game objects placed on the parts, and moving an outermost part to an innermost part, or an innermost part to an outermost part.

### Claim 4 (depends on 1)

The storage medium according to claim 1, wherein a predetermined number is set as an upper limit to a number of movement times, and the movement is performed until an end is instructed based on an operation input, or the number of movement times reaches the upper limit.

### Claim 5 (depends on 1)

The storage medium according to claim 1, wherein the board face object has a central portion in a range including the center of circle, the central portion is placed with the player character object, and the game object is an enemy character object, and the game program causes the one or more processors to execute game processing in which the player character object performs an attack to the enemy character object arranged in the part included in a range of a predetermined shape with respect to a direction designated based on an operation input from the central portion.

### Claim 6 (depends on 1)

The storage medium according to claim 1, wherein the board face object has a central portion within a range including the center of a circle, and the central portion is further placed with an enemy character object, and the game object includes a direction designation object that designates a movement direction on the board face object and an attack instruction that instructs an attack to the enemy character object, and
the game program causes the one or more processors to execute game processing that makes the player character object perform movement from an outside of the board face object between the parts according to the direction designation object arranged on the parts, and attack the enemy character object when the player character object reaches the attack instruction object.

### Claim 7 (depends on 6)

The storage medium according to claim 6, wherein the game object further includes an effect object showing a predetermined effect, and
the game program causes the one or more processors to execute game processing in which the player character object obtains the predetermined effect that is added in attacking the enemy character object if the player character object passes during movement the part that is placed with the effect object.

### Claim 8

A game system comprising a control circuit and an operation unit, wherein the control circuit is configured to execute:
arranging in a virtual space a board face object having a circular board face that is formed with multiple parts that are sectioned by multiple lines extended in a radial direction from a center and multiple concentric circles;
placing a game object on at least one of the parts;
moving multiple parts that are designated based on an operation input and surrounded by common concentric circles together with the game object that is placed on the part;
game processing that causes, based on an operation input, a player character object to perform a predetermined action based on arrangement of the game object on the board face object; and
generating, based on a virtual camera, an image of the virtual space to be displayed on a display.

### Claim 9 (depends on 8)

The game system according to claim 8, wherein the control circuit is configured further to execute: moving first multiple parts and second multiple parts designated based on an operation input, the first multiple parts being surrounded by common lines extended in the radial direction and the second multiple parts being point symmetry with respect to the first multiple parts with a reference of the center, together with the game objects placed on the first multiple parts and the second multiple parts, in a manner that the first multiple parts and the second multiple parts are move to an outer side of one of the multiple parts and the second multiple parts, and an outermost part of one of the first multiple parts and the second multiple parts is moved to an outermost part the other of the first multiple parts and the second multiple part.

### Claim 10 (depends on 8)

The game system according to claim 8, wherein the control circuit is configured further to execute: moving to an outside direction or an inside direction multiple parts that are designated based on an operation input and surrounded by common lines extended in the radial direction, together with one or more game objects placed on the parts, and moving an outermost part to an innermost part, or an innermost part to an outermost part.

### Claim 11 (depends on 8)

The game system according to claim 8, wherein a predetermined number is set as an upper limit to a number of movement times, and the movement is performed until an end is instructed based on an operation input, or the number of movement times reaches the upper limit.

### Claim 12 (depends on 8)

The game system according to claim 8, wherein the board face object has a central portion in a range including the center of circle, the central portion is placed with the player character object, and the game object is an enemy character object, and
the control circuit is configured to execute game processing in which the player character object performs an attack to the enemy character object arranged in the part included in a range of a predetermined shape with respect to a direction designated based on an operation input from the central portion.

### Claim 13 (depends on 8)

The game system according to claim 8, wherein the board face object has a central portion within a range including the center of a circle, and the central portion is further placed with an enemy character object, and the game object includes a direction designation object that designates a movement direction on the board face object and an attack instruction that instructs an attack to the enemy character object, and
the control circuit is configured to execute game processing that makes the player character object perform movement from an outside of the board face object between the parts according to the direction designation object arranged on the parts, and attack the enemy character object when the player character object reaches the attack instruction object.

### Claim 14 (depends on 13)

The game system according to claim 13, wherein the game object further includes an effect object showing a predetermined effect, and
the game program causes the one or more processors to execute game processing in which the player character object obtains the predetermined effect that is added in attacking the enemy character object if the player character passes during movement the part that is placed with the effect object.

### Claim 15

A game apparatus comprising a control circuit and an operation unit, wherein the control circuit is configured to execute:
arranging in a virtual space a board face object having a circular board face that is formed with multiple parts that are sectioned by multiple lines extended in a radial direction from a center and multiple concentric circles;
placing a game object on at least one of the parts;
moving multiple parts that are designated based on an operation input and surrounded by common concentric circles together with the game object that is placed on the part;
game processing that causes, based on an operation input, a player character object to perform a predetermined action based on arrangement of the game object on the board face object; and
generating, based on a virtual camera, an image of the virtual space to be displayed on a display.

### Claim 16 (depends on 15)

The game apparatus according to claim 15, wherein the board face object has a central portion in a range including the center of circle, the central portion is placed with the player character object, and the game object is an enemy character object, and
the control circuit is configured to execute game processing in which the player character object performs an attack to the enemy character object arranged in the part included in a range of a predetermined shape with respect to a direction designated based on an operation input from the central portion.

### Claim 17 (depends on 15)

The game system according to claim 15, wherein the board face object has a central portion within a range including the center of a circle, and the central portion is further placed with an enemy character object, and the game object includes a direction designation object that designates a movement direction on the board face object and an attack instruction that instructs an attack to the enemy character object, and
the control circuit is configured to execute game processing that makes the player character object perform movement from an outside of the board face object between the parts according to the direction designation object arranged on the parts, and attack the enemy character object when the player character object reaches the attack instruction object.

### Claim 18

A game controlling method, comprising:
arranging in a virtual space a board face object having a circular board face that is formed with multiple parts that are sectioned by multiple lines extended in a radial direction from a center and multiple concentric circles;
placing a game object on at least one of the parts;
moving multiple parts that are designated based on an operation input and surrounded by common concentric circles together with the game object that is placed on the part;
game processing that causes, based on an operation input, a player character object to perform a predetermined action based on arrangement of the game object on the board face object; and
generating, based on a virtual camera, an image of the virtual space to be displayed on a display.

### Claim 19 (depends on 18)

The game controlling method according to claim 18, wherein the board face object has a central portion in a range including the center of circle, the central portion is placed with the player character object, and the game object is an enemy character object, and further comprising:
causing the player character object to perform an attack to the enemy character object arranged in the part included in a range of a predetermined shape with respect to a direction designated based on an operation input from the central portion.

### Claim 20 (depends on 19)

The game controlling method according to claim 19, wherein the board face object has a central portion within a range including the center of a circle, and the central portion is further placed with an enemy character object, and the game object includes a direction designation object that designates a movement direction on the board face object and an attack instruction that instructs an attack to the enemy character object, and further comprising:
causing the player character object to perform movement from an outside of the board face object between the parts according to the direction designation object arranged on the parts, and attack the enemy character object when the player character object reaches the attack instruction object.
