IP Library › Granted Patent US 10,758,820
Granted Patent B2
US 10,758,820 · App. 15/986,011 · Granted Sep 1, 2020

Game system, storage medium having stored therein game program, game apparatus, and game processing method

Inventors: Hiroshi Ueda (Kyoto, JP); Ichiro Suzuki (Kyoto, JP); Shintaro Sato (Kyoto, JP)
Assignee: Nintendo Co., Ltd.
A63F13/285A63F13/24A63F2300/1037A63F2300/64
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Quick Facts
Patent No.
US 10,758,820
App. No.
15/986,011
Granted
Sep 1, 2020
Kind
B2
Abstract

Based on a user operation on an operation unit, an operation target is controlled in a virtual space, and it is determined whether or not the operation target is in a predetermined situation in the virtual space. Then, a vibration signal for vibrating a vibration unit is generated in accordance with the state of the operation target in the virtual space, and the vibration signal is generated by associating a plurality of types of vibrations with a plurality of states of the operation target. When it is determined that the operation target is in the predetermined situation, the vibration signal is generated so that regarding a first type of vibration among the plurality of types of vibrations, the vibration is weaker than in a case where it is not determined that the operation target is in the predetermined situation, or the vibration disappears.

Claims (90)

1. A game system including a controller, a vibrator, and an information processing unit, the information processing unit comprising a computer configured to at least:

based on a user operation on the controller, control an operation target in a virtual space;

determine whether the operation target is in a predetermined situation in the virtual space; and

in accordance with a state of the operation target in the virtual space, generate a vibration signal configured to cause the vibrator to vibrate in accordance with a first type of vibration, the state of the operation target being one of a plurality of possible states of the operation target, each of the possible states of the operation target being associated with one of a plurality of possible types of vibrations, the possible states being different from the predetermined situation,

wherein when it is determined that the operation target is in the predetermined situation and the vibration signal is being generated to cause the vibrator to vibrate in accordance with the first type of vibration, the vibration signal is generated to cause the vibrator to vibrate according to the first type of vibration in a manner that is weakened compared to a case where it is not determined that the operation target is in the predetermined situation.

2. The game system according to claim 1 , wherein:

in the control of the operation target, a player character object in the virtual space is controlled as the operation target,

the computer of the information processing unit is further configured to control a behavior of an enemy object attacking the player character object in the virtual space, and

based on a state of the enemy object, it is determined whether the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

3. The game system according to claim 2 , wherein:

in the control of the enemy object, based on a predetermined condition, a process for the enemy object to attack the player character object is started, and

when the process for the enemy object to attack the player character object is performed in the control of the enemy object, it is determined that the player character object is in the fight.

4. The game system according to claim 2 , wherein when a distance between the enemy object and the player character object in the virtual space is smaller than a predetermined value, it is determined that the player character object is in the fight.

5. The game system according to claim 1 , wherein

in the control of the operation target, after a predetermined start timing, based on a user operation on the controller, a player character object in the virtual space is controlled as the operation target, and

after a predetermined time elapses from the start timing, it is determined that the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

6. The game system according to claim 5 , wherein the computer of the information processing unit is further configured to:

perform wireless or wired communication with another game system; and

after the start timing and based on data from the other game system acquired in the performance of the communication, control another player character object operated by another user.

7. The game system according to claim 1 , wherein when an event where the operation target becomes damaged occurs in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

8. The game system according to claim 1 , wherein when the operation target attacks another target in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

9. The game system according to claim 1 , wherein when the operation target enters an area satisfying a first condition in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a predetermined vibration as the first type of vibration.

10. The game system according to claim 1 , wherein when the operation target enters an area satisfying a second condition in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

11. The game system according to claim 1 , wherein when the operation target moves in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a predetermined vibration as the first type of vibration.

12. The game system according to claim 1 , wherein in a predetermined period after it is determined that the operation target is in the predetermined situation, an intensity of the first type of vibration weakens with a lapse of time.

13. The game system according to claim 1 , wherein in the generation of the vibration signal,

a vibration signal indicating a vibration waveform of a vibration corresponding to the state of the operation target is generated, and

when a plurality of vibrations are simultaneously generated in accordance with the state of the operation target, a vibration signal indicating a waveform obtained by combining vibration waveforms of the vibrations is generated.

14. The game system according to claim 1 , wherein:

in the control of the operation target, after a predetermined start timing, based on a user operation on the controller, a player character object in the virtual space is controlled as the operation target,

the computer of the information processing unit is further configured to, after the start timing, cause an enemy object attacking the player character object to appear in the virtual space, and

after the enemy object appears in the virtual space, it is determined that the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

15. A non-transitory computer-readable storage medium having stored therein a game program executable by a computer included in an apparatus for vibrating a vibrator, the game program, when executed, causing the computer to at least:

based on a user operation on a controller, control an operation target in a virtual space;

determine whether the operation target is in a predetermined situation in the virtual space; and

in accordance with a state of the operation target in the virtual space, generate a vibration signal configured to cause the vibrator to vibrate in accordance with a first type of vibration, the state of the operation target being one of a plurality of possible states of the operation target, each of the possible states of the operation target being associated with one of a plurality of possible types of vibrations, the possible states being different from the predetermined situation,

wherein when it is determined that the operation target is in the predetermined situation and the vibration signal is being generated to cause the vibrator to vibrate in accordance with the first type of vibration, the vibration signal is generated to cause the vibrator to vibrate according to the first type of vibration in a manner that is weakened compared to a case where it is not determined that the operation target is in the predetermined situation.

16. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein:

in the control of the operation target, a player character object in the virtual space is controlled as the operation target,

a behavior of an enemy object attacking the player character object in the virtual space is controlled, and

based on a state of the enemy object, it is determined whether the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

17. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein:

in the control of the enemy object, based on a predetermined condition, a process for the enemy object to attack the player character object is started, and

when the process for the enemy object to attack the player character object is performed in the control of the enemy object, it is determined that the player character object is in the fight.

18. The non-transitory computer-readable storage medium having stored therein the game program according to claim 16 , wherein when a distance between the enemy object and the player character object in the virtual space is smaller than a predetermined value, it is determined that the player character object is in the fight.

19. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein:

in the control of the operation target, after a predetermined start timing, based on a user operation on the controller a player character object in the virtual space is controlled as the operation target, and

after a predetermined time elapses from the start timing, it is determined that the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

20. The non-transitory computer-readable storage medium having stored therein the game program according to claim 19 , wherein:

wireless or wired communication is performed with another game system; and

after the start timing and based on data from the other game system acquired in the performance of the communication, another player character object operated by another user is controlled via execution of the game program.

21. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein when an event where the operation target becomes damaged occurs in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

22. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein when the operation target attacks another target in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

23. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein when the operation target enters an area satisfying a first condition in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a predetermined vibration as the first type of vibration.

24. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein when the operation target enters an area satisfying a second condition in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a second type of vibration other than the first type of vibration.

25. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein when the operation target moves in the virtual space, the vibration signal is generated to cause the vibrator to vibrate in accordance with a predetermined vibration as the first type of vibration.

26. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein in a predetermined period after it is determined that the operation target is in the predetermined situation, an intensity of the first type of vibration weakens with a lapse of time.

27. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein:

a vibration signal indicating a vibration waveform of a vibration corresponding to the state of the operation target is generated, and

when a plurality of vibrations are simultaneously generated in accordance with the state of the operation target, a vibration signal indicating a waveform obtained by combining vibration waveforms of the vibrations is generated.

28. The non-transitory computer-readable storage medium having stored therein the game program according to claim 15 , wherein:

in the control of the operation target, after a predetermined start timing, based on a user operation on the controller, a player character object in the virtual space is controlled as the operation target,

after the start timing, an enemy object attacking the player character object is caused to appear in the virtual space, and

after the enemy object appears in the virtual space, it is determined that the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

29. A game apparatus configured to vibrate a vibrator, the game apparatus comprising a computer configured to at least:

based on a user operation on a controller, control an operation target in a virtual space;

determine whether the operation target is in a predetermined situation in the virtual space; and

in accordance with a state of the operation target in the virtual space, generate a vibration signal configured to cause the vibrator to vibrate in accordance with a first type of vibration, the state of the operation target being one of a plurality of possible states of the operation target, each of the possible states of the operation target being associated with one of a plurality of possible types of vibrations, the possible states being different from the predetermined situation,

wherein when it is determined that the operation target is in the predetermined situation and the vibration signal is being generated to cause the vibrator to vibrate in accordance with the first type of vibration, the vibration signal is generated to cause the vibrator to vibrate according to the first type of vibration in a manner that is weakened compared to a case where it is not determined that the operation target is in the predetermined situation.

30. The game apparatus according to claim 29 , wherein:

in the control of the operation target, a player character object in the virtual space is controlled as the operation target,

the computer of the information processing unit is further configured to control a behavior of an enemy object attacking the player character object in the virtual space, and

based on a state of the enemy object, it is determined whether the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

31. The game apparatus according to claim 30 , wherein:

in the control of the enemy object, based on a predetermined condition, a process for the enemy object to attack the player character object is started, and

when the process for the enemy object to attack the player character object is performed in the control of the enemy object, it is determined that the player character object is in the fight.

32. The game apparatus according to claim 30 , wherein when a distance between the enemy object and the player character object in the virtual space is smaller than a predetermined value, it is determined that the player character object is in the fight.

33. A game processing method for vibrating a vibrator, the game processing method comprising:

based on a user operation on a controller, controlling an operation target in a virtual space;

determining whether the operation target is in a predetermined situation in the virtual space; and

in accordance with a state of the operation target in the virtual space, generating a vibration signal configured to cause the vibrator to vibrate in accordance with a first type of vibration, the state of the operation target being one of a plurality of possible states of the operation target, each of the possible states of the operation target being associated with one of a plurality of possible types of vibrations, the possible states being different from the predetermined situation,

wherein when it is determined that the operation target is in the predetermined situation and the vibration signal is being generated to cause the vibrator to vibrate in accordance with the first type of vibration, the vibration signal is generated to cause the vibrator to vibrate according to the first type of vibration in a manner that is weakened compared to a case where it is not determined that the operation target is in the predetermined situation.

34. The game processing method according to claim 33 , wherein:

in the control of the operation target, a player character object in the virtual space is controlled as the operation target,

the game processing method further comprises controlling a behavior of an enemy object attacking the player character object in the virtual space, and

based on a state of the enemy object, it is determined whether the player character object is in a fight, and when the player character object is in the fight, it is determined that the player character object is in the predetermined situation.

35. The game processing method according to claim 34 , wherein:

in the control of the enemy object, based on a predetermined condition, a process for the enemy object to attack the player character object is started, and

when the process for the enemy object to attack the player character object is performed in the control of the enemy object, it is determined that the player character object is in the fight.

36. The game processing method according to claim 34 , wherein when a distance between the enemy object and the player character object in the virtual space is smaller than a predetermined value, it is determined that the player character object is in the fight.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded May 22, 2018
From: UEDA, HIROSHI; SUZUKI, ICHIRO; SATO, SHINTARO
To: NINTENDO CO., LTD.
Reel/Frame 045871/0561 →
Priority Claims (1)
JP 2017-136127 · Jul 12, 2017 · national
Continuity (1)
Related Publication 20190015744A1 · Jan 17, 2019
Cited By (1)
US 12,186,666