IP Library › Granted Patent US 12,491,441
Granted Patent B2
US 12,491,441 · App. 18/188,948 · Granted Dec 9, 2025

Non-transitory computer readable medium, information processing method, and information processing system

Inventors: Ryohei Ishizuka (Tokyo, JP); Kosuke Higo (Tokyo, JP); Tomohiro Yasuda (Tokyo, JP); Kazumi Izawa (Tokyo, JP)
Assignee: CYGAMES, INC.
A63F13/58A63F13/69
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Quick Facts
Patent No.
US 12,491,441
App. No.
18/188,948
Granted
Dec 9, 2025
Kind
B2
Abstract

A non-transitory computer-readable medium stores a program causing a computer to execute: registering a game object selected by each player, each player selecting the game object from a plurality of types of game objects, the game object being registered as a participating object serving as an operable target in a first game; setting a special object for the first game; changing the operable target to the special object, irrespective of the type of the participating object, for a player satisfying a prescribed condition in the first game; executing the first game by using common status information that is common at least to the participating objects of the same type when a player uses the participating object as the operable object; and executing the first game by using special status information set for the special object when a player uses the special object as the operable object.

Claims (59)

1 . A non-transitory computer-readable medium storing a program, the program causing a computer to perform a method comprising:

registering a first game object selected by a first player among a plurality of players,

wherein the first game object is in association with the first player,

wherein a respective player among the plurality of players selects a respective game object from a plurality of types of game objects comprising the first game object, and

wherein the first game object is registered as a participating object serving as an operable target in a first game;

setting a special object for the first game;

controlling a parameter value of the first player;

setting the participating object as the operable target in the first game;

changing the operable target to the special object, irrespective of a type of the participating object in the first game, for the first player at least having the parameter value that is equal to or more than a threshold in the first game;

executing the first game by using common status information that is common at least to a plurality of participating objects of a same type in response to the first player using the participating object as an operable object; and

executing the first game by using special status information set for the special object in response to the first player using the special object as the operable object,

wherein each player among the plurality of players can individually change a respective operable target among a plurality of operable targets from a respective participating object among a plurality of participating objects to a respective special object among a plurality of special objects, and

wherein the plurality of players can change the respective operable target from the respective participating object to the respective special object at a predetermined timing.

2 . The non-transitory computer-readable medium according to claim 1 , the program causing the computer to execute:

storing the first game object in response to the first game object satisfying a first usage condition for use by the first player in the first game;

storing the first game object as a second game object in response to the first game object satisfying a second usage condition that is different from the first usage condition in a second game that is different from the first game;

changing a status of the second game object in the second game in response to a specific condition being satisfied; and

executing the second game with reference to the changed status of the second game object,

wherein a common image is used in the first game and the second game, and

wherein the common image is used for the first game object and the second game object.

3 . An information processing method executed by at least one computer, the information processing method comprising:

registering a first game object selected by a first player among a plurality of players, wherein the first game object is in association with the first player,

wherein a respective player among the plurality of players selects a respective game object from a plurality of types of game objects comprising the first game object, and

wherein the first game object is registered as a participating object serving as an operable target in a first game;

setting a special object for the first game;

controlling a parameter value of the first player;

setting the participating object as the operable target in the first game;

changing the operable target to the special object, irrespective of a type of the participating object in the first game, for the first player at least having the parameter value that is equal to or more than a threshold in the first game;

executing the first game by using common status information that is common at least to a plurality of participating objects of a same type in response to the first player using the participating object as an operable object; and

executing the first game by using special status information set for the special object in response to the first player using the special object as the operable object,

wherein each player among the plurality of players can individually change a respective operable target among a plurality of operable targets from a respective participating object among a plurality of participating objects to a respective special object among a plurality of special objects, and

wherein the plurality of players can change the respective operable target from the respective participating object to the respective special object at a predetermined timing.

4 . The information processing method according to claim 3 , the information processing method comprising:

storing the first game object in response to the first game object satisfying a first usage condition for use by the first player in the first game;

storing the first game object as a second game object in response to the first game object satisfying a second usage condition that is different from the first usage condition in a second game that is different from the first game;

changing a status of the second game object in the second game in response to a specific condition being satisfied; and

executing the second game with reference to the changed status of the second game object,

wherein a common image is used in the first game and the second game, and

wherein the common image is used for the first game object and the second game object.

5 . An information processing system comprising a player terminal and a server that is communicative with the player terminal, the player terminal or the server, or both of the player terminal and the server being configured to perform a method comprising:

registering a first game object selected by a first player among a plurality of players,

wherein the first game object is in association with the first player,

wherein a respective player among the plurality of players selects a respective game object from a plurality of types of game objects comprising the first game object, and

wherein the first game object is registered as a participating object serving as an operable target in a first game;

setting a special object for the first game;

controlling a parameter value of the first player;

setting the participating object as the operable target in the first game;

changing the operable target to the special object, irrespective of a type of the participating object in the first game, for the first player at least having the parameter value that is equal to or more than a threshold in the first game;

executing the first game by using common status information that is common at least to a plurality of participating objects of a same type in response to the first player using the participating object as an operable object; and

executing the first game by using special status information set for the special object in response to the first player using the special object as the operable object,

wherein each player among the plurality of players can individually change a respective operable target among a plurality of operable targets from a respective participating object among a plurality of participating objects to a respective special object among a plurality of special objects, and

wherein the plurality of players can change the respective operable target from the respective participating object to the respective special object at a predetermined timing.

6 . The information processing system according to claim 5 , wherein the method further comprises:

storing the first game object in response to the first game object satisfying a first usage condition for use by the first player in the first game;

storing the first game object as a second game object in response to the first game object satisfying a second usage condition that is different from the first usage condition in a second game that is different from the first game;

changing a status of the second game object in the second game in response to a specific condition being satisfied; and

executing the second game with reference to the changed status of the second game object,

wherein a common image is used in the first game and the second game, and

wherein the common image is used for the first game object and the second game object.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 6, 2025
From: ISHIZUKA, RYOHEI; HIGO, KOSUKE; YASUDA, TOMOHIRO; IZAWA, KAZUMI
To: CYGAMES, INC.
Reel/Frame 072809/0387 →
Priority Claims (1)
JP 2020-160082 · Sep 24, 2020 · national
Continuity (2)
Continuation PCTJP2021034978 · Sep 24, 2021
Related Publication 20230226447A1 · Jul 20, 2023
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