IP Library Granted Patent US 9,295,918
Granted Patent B2
US 9,295,918 · App. 14/564,332 · Granted Mar 29, 2016

Game control server apparatus providing strong enemy character in game

Inventors: Akira Yamamura (Tokyo, JP); Toshiko Enomoto (Tokyo, JP)
Assignee: DeNA Co., Ltd.
A63F13/58A63F13/35A63F13/355A63F13/46A63F13/47A63F13/49A63F13/822A63F13/847A63F13/44
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Quick Facts
Patent No.
US 9,295,918
App. No.
14/564,332
Granted
Mar 29, 2016
Kind
B2
Abstract

A game control server apparatus includes an enemy character providing unit that provides a normal enemy character and a strong enemy character in a game; and a game management control unit that repeats for a first period, a normal step of providing the normal enemy character to appear in the game, a determining step of determining whether an appearance condition of the strong enemy character is satisfied, and a strong step of providing the strong enemy character when the appearance condition is satisfied.

Claims (41)

1. A game control server apparatus connected to a plurality of terminal devices of a plurality of players via a network, the game control server apparatus comprising:

an enemy character providing unit that provides a normal enemy character and a strong enemy character in a game,

the game being configured that each of a plurality of players of a same team attacks an enemy character, and points are given to the team for defeating the enemy character when the total of damages applied to the enemy character by the plurality of players becomes a necessary damage to defeat the enemy character,

the necessary damage to defeat the strong enemy character being larger than the necessary damage to defeat the normal enemy character and the points given to the team when the strong enemy character is defeated being greater than the points given to the team when the normal enemy character is defeated; and

a game management control unit that repeats, for a first period,

performing a normal step of providing the normal enemy character to appear in the game,

every time the normal step is finished, performing a determining step of determining whether an appearance condition of the strong enemy character is satisfied,

when the appearance condition is satisfied in the determining step, performing a strong step of providing the strong enemy character; and

every time the strong step is finished, or when the appearance condition is not satisfied in the determining step, returning back to the performing the normal step,

wherein in each of the strong steps,

the game management control unit

is capable of accepting predetermined upper limit number of times of attacking from each of the plurality of players, the predetermined upper limit number of times being set as a number by which it is difficult to defeat the strong enemy character by a single strong step even when each of all of the plurality of players attack the strong enemy character for the predetermined upper limit number of times, and

finishes the strong step when a predetermined finishing condition is satisfied or when the strong enemy character is defeated, the predetermined finishing condition being that accepting the predetermined upper limit number of times of attacking from each of all of the plurality of players or a predetermined period passes after the strong enemy character appears, and

the enemy character providing unit

clears the accumulated damages applied to the strong enemy character until then, when the strong step is ended because the strong enemy character is defeated, and

accumulates the damages applied to the strong enemy character in the strong step so that the accumulated damages are carried over for the strong enemy in a next strong step and the strong enemy character is provided in the next strong step under a condition that the strong enemy character is already damaged by the accumulated damages, when the strong step is ended because the predetermined condition is satisfied but the strong enemy character is not defeated because the damages applied to the strong enemy character by the time when the predetermined finishing condition is satisfied does not reach the necessary damage to defeat the strong enemy character.

2. The game control server apparatus according to claim 1 ,

wherein the appearance condition of the strong step is that a predetermined number of normal enemy character is defeated.

3. The game control server apparatus according to claim 1 ,

wherein the game management control unit gives larger rewards to a team among a plurality of teams that obtained more points within the first period in accordance with points obtained by each of the teams.

4. The game control server apparatus according to claim 1 ,

wherein the game is performed for a plurality of times for a second period that is longer than the first period, and

wherein when the first period passes, the enemy character providing unit clears the accumulated damages applied to the strong enemy character until then regardless of whether the strong enemy character is defeated.

5. The game control server apparatus according to claim 4 ,

wherein every time the first period passes, the enemy character providing unit provides a strong enemy character for which a damage necessary to defeat becomes larger than that for the strong enemy character of the previous first period in a next first period.

6. A non-transitory computer-readable recording medium having recorded thereon a program for a game control apparatus connected to a plurality of terminal devices of a plurality of players via a network, to execute functions comprising:

an enemy character providing function that provides a normal enemy character and a strong enemy character in a game,

the game being configured that each of a plurality of players of a same team attacks an enemy character, and points are given to the team for defeating the enemy character when the total of damages applied to the enemy character by the plurality of players becomes a necessary damage to defeat the enemy character,

the necessary damage to defeat the strong enemy character being larger than the necessary damage to defeat the normal enemy character and the points given to the team when the strong enemy character is defeated being greater than the points given to the team when the normal enemy character is defeated; and

a game management control function that repeats, for a first period,

performing a normal step of providing the normal enemy character to appear in the game,

every time the normal step is finished, performing a determining step of determining whether an appearance condition of the strong enemy character is satisfied,

when the appearance condition is satisfied in the determining step, performing a strong step of providing the strong enemy character; and

every time the strong step is finished, or when the appearance condition is not satisfied in the determining step, returning back to the performing the normal step,

wherein in each of the strong steps,

the game management control function

is capable of accepting predetermined upper limit number of times of attacking from each of the plurality of players, the predetermined upper limit number of times being set as a number by which it is difficult to defeat the strong enemy character by a single strong step even when each of all of the plurality of players attack the strong enemy character for the predetermined upper limit number of times, and

finishes the strong step when a predetermined finishing condition is satisfied or when the strong enemy character is defeated, the predetermined finishing condition being that accepting the predetermined upper limit number of times of attacking from each of all of the plurality of players or a predetermined period passes after the strong enemy character appears, and

the enemy character providing function

clears the accumulated damages applied to the strong enemy character until then, when the strong step is ended because the strong enemy character is defeated, and

accumulates the damages applied to the strong enemy character in the strong step so that the accumulated damages are carried over for the strong enemy in a next strong step and the strong enemy character is provided in the next strong step under a condition that the strong enemy character is already damaged by the accumulated damages, when the strong step is ended because the predetermined condition is satisfied but the strong enemy character is not defeated because the damages applied to the strong enemy character by the time when the predetermined finishing condition is satisfied does not reach the necessary damage to defeat the strong enemy character.

Assignments (2)
CHANGE OF ADDRESS Recorded Feb 10, 2022
From: DENA CO., LTD.
To: DENA CO., LTD.
Reel/Frame 059805/0970 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Dec 9, 2014
From: YAMAMURA, AKIRA; ENOMOTO, TOSHIKO
To: DENA CO., LTD.
Reel/Frame 034438/0193 →
Priority Claims (1)
JP 2013-259226 · Dec 16, 2013 · national
Continuity (1)
Related Publication 20150165325A1 · Jun 18, 2015