IP Library › Granted Patent US 10,737,181
Granted Patent B2
US 10,737,181 · App. 16/100,262 · Granted Aug 11, 2020

Computer-readable non-transitory storage medium having game program stored therein, rhythm game processing method, rhythm game system, and rhythm game apparatus

Inventors: Hiroki Morishita (Kyoto, JP); Tetsuro Matsuzaki (Kyoto, JP); Toshitaka Muramatsu (Kyoto, JP)
Assignee: Nintendo Co., Ltd.
A63F13/814A63F13/45A63F13/63
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Quick Facts
Patent No.
US 10,737,181
App. No.
16/100,262
Granted
Aug 11, 2020
Kind
B2
Abstract

First, an indication sign displayed on a display screen is moved so as to reach a first position at a predetermined timing. Next, when an operation input to an input section is performed at the predetermined timing, a parameter related to the indication sign is changed. Furthermore, when the parameter related to the indication sign does not satisfy a first condition after the parameter is changed, the indication sign is moved to a position different from the first position, and then is moved toward the first position again.

Claims (69)

1. A computer-readable non-transitory storage medium having stored therein a game program for causing a computer to execute a rhythm game, the game program causing the computer to execute functionality comprising:

moving an enemy element displayed on a display screen towards a first area such that the enemy element reaches the first area at a predetermined timing related to rhythm provided in the rhythm game;

changing a parameter related to the enemy element when an operation input to an input section is performed at the predetermined timing; and

after the enemy element reaches the first area,

when an operation input to the input section is performed at the predetermined timing, and provided that the parameter does not satisfy a predetermined condition, moving the enemy element to a second area different from the first area and then repeating the movement of the enemy element displayed on the display screen towards the first area from the second area, and

when an operation input to the input section is not performed at the predetermined timing, moving the enemy element past the first area to a third area different from the first and second areas, and then having the enemy element appear on the display screen in the second area and move from the second area towards the first area.

2. The computer-readable non-transitory storage medium according to claim 1 , wherein the game program further causes the computer to execute functionality comprising repeating the movement of the enemy element displayed on the display screen towards the first area until the parameter satisfies the predetermined condition.

3. The computer-readable non-transitory storage medium according to claim 1 , wherein the enemy element is moved towards the first area in accordance with the rhythm provided in the rhythm game.

4. The computer-readable non-transitory storage medium according to claim 3 , wherein the game program further causes the computer to execute functionality comprising waiting until a movement start timing related to the rhythm provided in the rhythm game before again moving the enemy element displayed on the display screen towards the first area, the enemy element being displayed on the display screen during the waiting.

5. The computer-readable non-transitory storage medium according to claim 1 , wherein the enemy element is movable to the second area via a first behavior and is movable to the third area via a second behavior.

6. The computer-readable non-transitory storage medium according to claim 1 , wherein:

the enemy element is movable to the second area by moving the enemy element in a direction including at least a component in a direction opposite to a direction of movement to the first area in the first movement, and

the enemy element is movable to the third area by moving the enemy element in a direction including at least a component in the same direction as the direction of movement to the first area.

7. The computer-readable non-transitory storage medium according to claim 1 , wherein:

the enemy element is initially moved towards the first area in accordance with one of a plurality of paths, and

after the enemy element reaches the first area and when the parameter does not satisfy the predetermined condition, the enemy element is moved to a position that is located on one of the plurality of paths and is not in the first area.

8. The computer-readable non-transitory storage medium according to claim 7 , wherein:

the first area includes a plurality of first positions therein,

the enemy element displayed on the display screen is moved such that the enemy element reaches one of the plurality of the first positions at the predetermined timing, and

the parameter is changed in the parameter change when an input operation associated with the first position that the enemy element reaches is performed at the predetermined timing.

9. The computer-readable non-transitory storage medium according to claim 8 , wherein:

the game program further causes the computer to execute functionality comprising:

executing a first rhythm game mode; and

executing a second rhythm game mode,

the parameter change is controlled in the first rhythm game mode execution such that the parameter is changed when a first command input, which is a command input to a single defined area in the display screen, is performed at the predetermined timing, and

the parameter change is controlled in the second rhythm game mode execution such that the parameter is changed when a second command input, which is a command input associated with the first position that the enemy element reaches, is performed at the predetermined timing.

10. The computer-readable non-transitory storage medium according to claim 1 , wherein:

another enemy element is moved towards the first area such that the other enemy element reaches the first area at a timing associated with the other enemy element, and

the game program further causes the computer to execute functionality comprising deleting the other enemy element from the display screen when an input to the input section is performed at the timing associated with the other enemy element.

11. The computer-readable non-transitory storage medium according to claim 1 , wherein the game program further causes the computer to execute functionality comprising:

changing a user parameter associated with a user when an input to the input section is not performed at the predetermined timing; and

determining that the game being played has failed, and executing a process regarding the failure of the game, when the user parameter satisfies a predetermined condition related to the user parameter.

12. The computer-readable non-transitory storage medium according to claim 1 , wherein the game program further causes the computer to execute functionality comprising ending movement of the enemy element towards the first area when the parameter satisfies the predetermined condition after the parameter is changed.

13. The computer-readable non-transitory storage medium according to claim 12 , wherein the game program further causes the computer to execute functionality comprising determining that a success condition for the game is achieved, and executing a process regarding achievement of the success condition, when the parameter satisfies the predetermined condition after the parameter is changed.

14. The computer-readable non-transitory storage medium according to claim 12 , wherein the game program further causes the computer to execute functionality comprising deleting the enemy element from the display screen when the parameter satisfies the predetermined condition after the parameter is changed.

15. The computer-readable non-transitory storage medium according to claim 1 , wherein:

the parameter indicates a durability value of the enemy element, and

the parameter is decreased in the parameter change when an input to the input section is performed at the predetermined timing.

16. The computer-readable non-transitory storage medium according to claim 1 , wherein:

the enemy element is an enemy character, and

the game program further causes the computer to execute functionality comprising:

displaying a user character in or adjacent to the first area;

causing the user character to make a first motion when it is determined that an input to the input section is performed; and

causing the enemy character to make a second motion when the enemy element reaches the first area.

17. The computer-readable non-transitory storage medium according to claim 1 , wherein the enemy element is movable to a position in the second area which is located in a direction including at least a component in a direction opposite to a direction of movement to the first area in the first movement.

18. The computer-readable non-transitory storage medium according to claim 1 , wherein the enemy element, after moving to the third area, moves off of the display screen, and then appears on the display screen at the second area prior to moving from the third area towards the first area.

19. The computer-readable non-transitory storage medium according to claim 1 , wherein after the enemy element reaches the first area:

when the operation input to the input section is performed at the predetermined timing, and provided that the parameter does not satisfy the predetermined condition, the enemy element is moved to a first location in the second area; and

when the operation input to the input section is not performed at the predetermined timing, the enemy element is moved to a second location in the second area, the first and second locations being different from one another.

20. A game processing method executed by a computer which controls a rhythm game, the game processing method comprising:

moving an enemy element displayed on a display screen towards a first area such that the enemy element reaches the first area at a predetermined timing related to rhythm provided in the rhythm game;

changing a parameter related to the enemy element when an operation input to an input section is performed at the predetermined timing; and

after the enemy element reaches the first area,

when an operation input to the input section is performed at the predetermined timing, and provided that the parameter does not satisfy a predetermined condition, moving the enemy element to a second area different from the first area and then repeating the movement of the enemy element displayed on the display screen towards the first area from the second area, and

when an operation input to the input section is not performed at the predetermined timing, moving the enemy element past the first area to a third area different from the first and second areas, and then having the enemy element appear on the display screen in the second area and move from the second area towards the first area.

21. A game system comprising:

a display screen; and

at least one processor configured to execute a rhythm game by performing functionality comprising:

moving an enemy element displayed on the display screen such that the enemy element reaches the first area at a predetermined timing related to rhythm provided in the rhythm game;

changing a parameter related to the enemy element when an operation input to an input section is performed at the predetermined timing; and

after the enemy element reaches the first area,

when an operation input to the input section is performed at the predetermined timing, and provided that the parameter does not satisfy a predetermined condition, moving the enemy element to a second area different from the first area and then repeating the movement of the enemy element displayed on the display screen towards the first area from the second area, and

when an operation input to the input section is not performed at the predetermined timing, moving the enemy element past the first area to a third area different from the first and second areas, and then having the enemy element appear on the display screen in the second area and move from the second area towards the first area.

22. A game apparatus comprising at least one processor, the game apparatus being configured to execute a rhythm comprising:

moving an enemy element displayed on a display screen towards a first area such that the enemy element reaches the first area at a predetermined timing related to rhythm provided in the rhythm game;

changing a parameter related to the enemy element when an operation input to an input section is performed at the predetermined timing; and

after the enemy element reaches the first area,

when an operation input to the input section is performed at the predetermined timing, and provided that the parameter does not satisfy a predetermined condition, moving the enemy element to a second area different from the first area and then repeating the movement of the enemy element displayed on the display screen towards the first area from the second area, and

when an operation input to the input section is not performed at the predetermined timing, moving the enemy element past the first area to a third area different from the first and second areas, and then having the enemy element appear on the display screen in the second area and move from the second area towards the first area.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Aug 10, 2018
From: MORISHITA, HIROKI; MATSUZAKI, TETSURO; MURAMATSU, TOSHITAKA
To: NINTENDO CO., LTD.
Reel/Frame 046610/0223 →
Priority Claims (1)
JP 2018-013988 · Jan 30, 2018 · national
Continuity (1)
Related Publication 20190232175A1 · Aug 1, 2019