# US 11,110,351 B2 · Information storage media, game devices and servers

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- Number: US 11,110,351 B2
- Document ID: US11110351B2
- Status: Granted
- Kind: B2
- Application number: 16/562,784
- Filed: 2019-09-06
- Published: 2020-03-12
- Granted: 2021-09-07
- Earliest claimed: 2018-09-06
- Assignees: Bandai Namco Entertainment Inc.
- Applicants: Bandai Namco Entertainment Inc.
- Inventors: Kenji Anabuki; Asana Inoki; Shoji Aomatsu
- Web page: https://patentgrep.com/patent/US11110351B2

## CPC

- A63F 13/42: by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F 13/57: Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game (A63F13/56 takes precedence)
- A63F 13/23: for interfacing with the game device, e.g. specific interfaces between game controller and console
- A63F 13/44: involving timing of operations, e.g. performing an action within a time slot
- G06T 13/20: Three-dimensional [3D] animation
- 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 13/537: using indicators, e.g. showing the condition of a game character on screen
- A63F 2300/1025: details of the interface with the game device, e.g. USB version detection
- A63F 2300/64: for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F 2300/6607: for animating game characters, e.g. skeleton kinematics
- A63F: CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- G06T: IMAGE DATA PROCESSING OR GENERATION, IN GENERAL

## Abstract

Provided is the game device which sets the designated object from among the objects arranged in the game space as an object in the holding state, performs control for arranging the object set in the holding state at the predetermined position in the game space, and/or displays information of the object set in the holding state at a predetermined position on the game image. When the predetermined condition is satisfied, the game device releases the holding state of the object set to be in the holding state by the holding controller and causes the object to perform the predetermined operation.

## Claims

### Claim 1

A non-transitory computer-readable information storage medium that stores a program for executing a game in which a player character plays against an opponent character using an object from among a plurality of objects disposed in a game space, the program causing a game system to function as:
a selector that sets the object as a designated object in a selected state from among the plurality of objects disposed in the game space,
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to the designated object in the selected state;
a display controller that displays a predetermined gauge that indicates the waiting time period and a time elapsed from the specific timing; and
an operation controller that performs the predetermined operation with respect to the designated object in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the designated object in the selected state and a type of the designated object in the selected state.

### Claim 2 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the specific timing is a start of timing of a predetermined input, and
the operation controller performs the predetermined operation with respect to the designated object in the selected state when an elapsed time in which the predetermined input is continuously detected from the specific timing exceeds the waiting time period.

### Claim 3 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the period controller increases the waiting time period to be longer as the virtual weight of the designated object in the selected state increases.

### Claim 4 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector sets the designated object, based on an operation input of a player controlling the player character, from among the objects disposed in the game space.

### Claim 5 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, the program further causing the game system to function as
a range setter that sets a predetermined range in the game space based on the position of the player character in the game space,
wherein the selector sets the designated object from among the objects that exist within the predetermined range.

### Claim 6 (depends on 5)

The non-transitory computer-readable information storage medium according to claim 5, wherein
the range setter changes a size of the predetermined range based on the position of the player character.

### Claim 7 (depends on 5)

The non-transitory computer-readable information storage medium according to claim 5, wherein
the range setter changes the size of the predetermined range based on a predetermined parameter of the player character.

### Claim 8 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector sets the designated object and at least one additional object to the selected state.

### Claim 9 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector controls display of a number of objects in the selected state.

### Claim 10 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector sets a plurality of designated objects from among the plurality of objects, the designated objects being in the selected state,
the period controller sets the waiting time period for each of the plurality of designated objects in the selected state based on at least one of a virtual weight of each object in the selected state and the type of each object in the selected state, and
the operation controller performs the predetermined operation with respect to each object in the selected state when a predetermined input is detected after the waiting time period is elapsed from the specific timing.

### Claim 11 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector determines whether or not to set the object in the selected state according to at least one of a distance between the player character and the object in the game space, the type of the object, an attribution of the object, and a compatibility between the player character and the object in the game.

### Claim 12 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the selector changes at least one of a number, an attribution, and the type of each of the plurality of objects that can be set in the selected state according to a predetermined parameter of the player character.

### Claim 13 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the operation controller changes the operation of the designated object according to a predetermined parameter of the player character.

### Claim 14 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein
the operation controller performs the predetermined operation with respect to the designated object in the selected state on condition that a given consumption value is subtracted from an operating parameter.

### Claim 15

A game device in which a player character plays against an opponent character using an object from among a plurality of objects disposed in a game space, the game device comprising:
a selector that sets the object as a designated object in a selected state from among the plurality of objects disposed in the game space;
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to the designated object in the selected state;
a display controller that displays a predetermined gauge that indicates the waiting time period and a time elapsed from the specific timing; and
an operation controller that performs the predetermined operation with respect to the designated object in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the designated object in the selected state and a type of the designated object in the selected state.

### Claim 16

A server configured to execute a game in which a player character plays against an opponent character using an object from among a plurality of objects disposed in a game space, the server comprising:
a selector that sets the object as a designated object in a selected state from among the plurality of objects disposed in the game space,
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to the designated object in the selected state;
a display controller that displays a predetermined gauge that indicates the waiting time period and a time elapsed from the specific timing; and
an operation controller that performs the predetermined operation with respect to the designated object in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the designated object in the selected state and a type of the designated object in the selected state.

### Claim 17 (depends on 1)

The non-transitory computer-readable information storage medium according to claim 1, wherein the predetermined gauge is a rectangular box, and the display continually changes an appearance of the rectangular box as the time elapsed from the specific timing increases.

### Claim 18

A non-transitory computer-readable information storage medium that stores a program for executing a game in which a player character plays against an opponent character using multiple objects from among a plurality of objects disposed in a game space, the program causing a game system to function as:
a selector that sets the multiple objects as designated objects in a selected state from among the plurality of objects disposed in the game space;
an arrangement section that arranges the designated objects in an upper part of the game space;
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to one of the designated objects in the selected state; and
an operation controller that performs the predetermined operation with respect to the one of the designated objects in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the one of the designated objects in the selected state and a type of the one of the designated objects in the selected state.

### Claim 19

A game device in which a player character plays against an opponent character using multiple objects from among a plurality of objects disposed in a game space, the game device comprising:
a selector that sets the multiple objects as designated objects in a selected state from among the plurality of objects disposed in the game space;
an arrangement section that arranges the designated objects in an upper part of the game space;
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to one of the designated objects in the selected state; and
an operation controller that performs the predetermined operation with respect to the one of the designated objects in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the one of the designated objects in the selected state and a type of the one of the designated objects in the selected state.

### Claim 20

A server configured to execute a game in which a player character plays against an opponent character using multiple objects from among a plurality of objects disposed in a game space, the server comprising:
a selector that sets the multiple objects as designated objects in a selected state from among the plurality of objects disposed in the game space;
an arrangement section that arranges the designated objects in an upper part of the game space;
a period controller that controls a waiting time period from a specific timing to an execution of a predetermined operation with respect to one of the designated objects in the selected state; and
an operation controller that performs the predetermined operation with respect to the one of the designated objects in the selected state when the waiting time period has elapsed from the specific timing,
wherein the period controller controls the waiting time period based on (i) a capability value or a level of the player character, and (ii) at least one of a virtual weight of the one of the designated objects in the selected state and a type of the one of the designated objects in the selected state.
