IP Library Granted Patent US 7,762,890
Granted Patent B2
US 7,762,890 · App. 11/360,323 · Granted Jul 27, 2010

Game device, game processing method and recording medium having a program recorded thereon

Assignee: Kabushiki Kaisha Sega
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Quick Facts
Patent No.
US 7,762,890
App. No.
11/360,323
Granted
Jul 27, 2010
Kind
B2
Abstract

An object of this invention is to provide a game device that can add much to the production of the game. The invention is a game device for displaying a game image which expresses a virtual three-dimensional space, which is characterized in that it displays the first action scene between the first player character and the first enemy character and the second action scene between the second player character and the second enemy character based on the predetermined camera angle to project the first player character and the first enemy character related to the predetermined command which is given to the first player character by the player.

Claims (15)

1. A game processing method in which a battle form is set in a lattice showing a plurality of phases for each of a plurality of player characters that can be manipulated by a player, wherein:

the phases each show a step of reciprocal attacks between an enemy character and each player character;

the plurality of phases constitutes 1 turn corresponding to a game stage for successive attacks conducted between the enemy character and each player character;

the type of an attack or defense is selectable in each phase in said 1 turn for each player character and displayed on the lattice, and wherein the type of the attack or defense is selectable in one phase for a particular player character to apply continuously into one or more of its following phases according to the type of attack or defense as selected in that one phase;

a defense display is provided on the lattice representing a determined defensive characteristic of each of the phases applied to the player characters, and an offense display is provided on the lattice aligned with the defense display representing a determined offensive characteristic of each of the phases applied to the player characters, the defense display and the offense display being determined independent of the player's selectable attack or defense for each player character in each phase; and

a computer implements a changing of a degree of an attack or defense which corresponds to each phase in the lattice.

2. The game processing method according to claim 1 , wherein when the type of attack or defense is selected in each phase in said 1 turn for each player character, an influence exerted by the type of the attack or defense on a plurality of phases can be set, and the influence exerted is selectable in one phase for a particular player character to extend to one or more of its following phases.

3. The game processing method according to claim 1 , wherein an offensive power or a defensive power for all the player characters in each phase is set depending on the type of attack or defense set in each phase in said 1 turn for each player character.

4. A storage medium that stores a program for having a computer implement a game processing method in which a battle form is set in a lattice showing a plurality of phases for each of a plurality of player characters that can be manipulated by a player, wherein:

the phases each show a step of reciprocal attacks between an enemy character and each player character;

the plurality of phases constitutes 1 turn corresponding to a game stage for successive attacks conducted between the enemy character and each player character;

the type of an attack or defense is selectable in each phase in said 1 turn for each player character and displayed on the lattice, and wherein the type of the attack or defense is selectable in one phase for a particular player character to apply continuously into one or more of its following phases according to the type of attack or defense as selected in that one phase;

a defense display is provided on the lattice representing a determined defensive characteristic of each of the phases applied to the player characters, and an offense display is provided on the lattice aligned with the defense display representing a determined offensive characteristic of each of the phases applied to the player characters, the defense display and the offense display being determined independent of the player's selectable attack or defense for each player character in each phase; and

a computer implements a changing of a degree of an attack or defense which corresponds to each phase in the lattice.

5. The storage medium that stores a program for having a computer implement the game processing method according to claim 4 , wherein when the type of attack or defense is selected in each phase in said 1 turn for each player character, an influence exerted by the type of the attack or defense on a plurality of phases can be set, and the influence exerted is selectable in one phase for a particular player character to extend to one or more of its following phases.

Assignments (2)
CHANGE OF NAME Recorded Jun 3, 2010
From: ENDO, YOSHIAKI; NIMURA, TOMOHIRO; TSUGAWA, KAZUYOSHI
To: KABUSHIKI KAISHA SEGA DBA SEGA CORPORATION
Reel/Frame 024482/0727 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Mar 31, 2010
From: ENDO, YOSHIAKI; NIMURA, TOMOHIRO; TSUGAWA, KAZUYOSHI
To: KABUSHIKI KAISHA SEGA ENTERPRISES
Reel/Frame 024171/0601 →
Priority Claims (2)
JP 11-262745 · Sep 16, 1999 · national
JP 2000-95918 · Mar 30, 2000 · national
Continuity (2)
Division 0966334700 · Sep 15, 2000
Related Publication 20060160592A1 · Jul 20, 2006