IP Library Granted Patent US 9,643,087
Granted Patent B2
US 9,643,087 · App. 14/468,487 · Granted May 9, 2017

Information storage medium and game system having operation input of sequentially selected elements

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Quick Facts
Patent No.
US 9,643,087
App. No.
14/468,487
Granted
May 9, 2017
Kind
B2
Abstract

A game system is designed so that, when an operation input that sequentially selects a plurality of player characters from a plurality of player characters placed in a character selection area has been performed, and it has been determined that the sequentially selected player characters satisfy a selection allowance condition that is set based on an attribute, each of the sequentially selected player characters attacks an enemy character, and the player character that has attacked the enemy character is deleted from the character selection area. The same number of player character as the player character deleted from the character selection area is additionally placed in the character selection area, and an attribute of each player character that is additionally placed in the character selection area is determined according to a given rule.

Claims (40)

1. A non-transitory computer-readable information storage medium for implementing a battle game in which a player character selected by a player attacks an enemy character, the information storage medium storing a program that causes a computer to function as:

a placement section that places a player character among a predetermined number of player characters in a character selection area, for selection from the character selection area responsive to an operation input performed by the player;

an attribute setting section that sets an attribute of each player character that is placed in the character selection area;

an attack execution section that determines whether or not a plurality of player characters sequentially selected from the player characters placed in the character selection area satisfy a selection allowance condition that is set based on the attribute when the operation input that sequentially selects the plurality of player characters has been performed, and causes each of the plurality of player characters to make an attack according to the attribute when it has been determined that the selection allowance condition is satisfied; and

a deletion section that deletes a player character that has attacked the enemy character from the character selection area,

the placement section selecting the same number of player character as the player character deleted from the character selection area from the predetermined number of player characters excluding the player characters placed in the character selection area, and additionally placing the selected player character in the character selection area, wherein there are a plurality of player characters deleted from the character selection area,

the placement section placing the player characters that are additionally placed in the character selection area at positions in the vicinity of a player character that already exists in the character selection area and has a same attribute as the attribute set to the player characters that are additionally placed in the character selection area, and

the attribute setting section setting an attribute to each player character that is additionally placed in the character selection area according to a given rule.

2. The non-transitory information storage medium as defined in claim 1 ,

wherein the attack execution section changes an attack capability of each of the plurality of player characters that have been sequentially selected according to an order in which the plurality of player characters have been sequentially selected.

3. The non-transitory information storage medium as defined in claim 2 ,

wherein the attack execution section calculates an attack capability of each of the plurality of player characters that have been sequentially selected according to the number of turns that have elapsed until each of the plurality of player characters has been selected after each of the plurality of player characters was placed in the character selection area.

4. The non-transitory information storage medium as defined in claim 3 ,

wherein, when the same attribute has been successively set to the same player character for a predetermined number of times, the attack execution section increases an attack capability of the player character.

5. The non-transitory information storage medium as defined in claim 2 ,

wherein, when the same attribute has been successively set to the same player character for a predetermined number of times, the attack execution section increases an attack capability of the player character.

6. The non-transitory information storage medium as defined in claim 1 ,

wherein the attack execution section calculates an attack capability of each of the plurality of player characters that have been sequentially selected according to the number of turns that have elapsed until each of the plurality of player characters has been selected after each of the plurality of player characters was placed in the character selection area.

7. The non-transitory information storage medium as defined in claim 6 ,

wherein, when the same attribute has been successively set to the same player character for a predetermined number of times, the attack execution section increases an attack capability of the player character.

8. The non-transitory information storage medium as defined in claim 1 ,

wherein, when the same attribute has been successively set to the same player character for a predetermined number of times, the attack execution section increases an attack capability of the player character.

9. The non-transitory information storage medium as defined in claim 1 ,

wherein an attribute that increases an attack capability is specified for each player character, and

the attribute setting section sets the attribute that increases the attack capability to the player character that is additionally placed in the character selection area when the number of player characters that have been sequentially selected is equal to or larger than the predetermined number of player characters.

10. The non-transitory information storage medium as defined in claim 1 ,

wherein the attack execution section cancels selection of the plurality of player characters when an operation input that designates a position at which no player character is present has been performed after the plurality of player characters have been sequentially selected.

11. The non-transitory information storage medium as defined in claim 1 ,

wherein the program causes the computer to further function as: a display control section that displays a predetermined number of attributes that are to be set to the player characters that are additionally placed in the character selection area in advance, and

the attribute setting section changes the displayed attributes and/or the attributes to be set when a given game condition has been satisfied during the battle game.

12. A game system that implements a battle game in which a player character selected by a player attacks an enemy character, the game system comprising:

a placement section that places a player character among a predetermined number of player characters in a character selection area, for selection from the character selection area responsive to an operation input performed by the player;

an attribute setting section that sets an attribute of each player character that is placed in the character selection area;

an attack execution section that determines whether or not a plurality of player characters sequentially selected from the player characters placed in the character selection area satisfy a selection allowance condition that is set based on the attribute when the operation input that sequentially selects the plurality of player characters has been performed, and causes each of the plurality of player characters to make an attack according to the attribute when it has been determined that the selection allowance condition is satisfied; and

a deletion section that deletes a player character that has attacked the enemy character from the character selection area,

the placement section selecting the same number of player character as the player character deleted from the character selection area from the predetermined number of player characters excluding the player characters placed in the character selection area, and additionally placing the selected player character in the character selection area, wherein there are a plurality of player characters deleted from the character selection area,

the placement section placing the player characters that are additionally placed in the character selection area at positions in the vicinity of a player character that already exists in the character selection area and has a same attribute as the attribute set to the player characters that are additionally placed in the character selection area, and

the attribute setting section setting an attribute to each player character that is additionally placed in the character selection area according to a given rule.

13. The game system, as defined in claim 12 ,

wherein the attack execution section cancels selection of the plurality of player characters when an operation input that designates a position at which no player character is present has been performed after the plurality of player characters have been sequentially selected.

Assignments (2)
CHANGE OF NAME Recorded Mar 8, 2016
From: BANDAI NAMCO GAMES INC.
To: BANDAI NAMCO ENTERTAINMENT INC.
Reel/Frame 038040/0208 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 3, 2014
From: NAOI, YOSHINORI; OODATE, RYUUJI; IKEDA, KOUSEI
To: BANDAI NAMCO GAMES INC.
Reel/Frame 034356/0546 →