IP Library Granted Patent US 7,927,215
Granted Patent B2
US 7,927,215 · App. 11/598,768 · Granted Apr 19, 2011

Storage medium storing a game program, game apparatus and game controlling method

Assignee: Ninetendo Co., Ltd.
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Quick Facts
Patent No.
US 7,927,215
App. No.
11/598,768
Granted
Apr 19, 2011
Kind
B2
Abstract

A game apparatus includes an LCD, and on the LCD, a touch panel is set. When a player object encounters an enemy object, a battle screen is displayed on the LCD. A player performs a sliding operation on the touch panel with a stick or the like in such a manner as to surround the enemy object and tries to obtain the enemy object. At this time, when the enemy object (affecting object) already obtained is selected, an ability (effect) equipped with the affecting object can be produced. For example, a flame according to a surrounding line is generated. When the flame hits the enemy object, the enemy object is damaged to decrease its moving speed and stop moving.

Claims (150)

1. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:

detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate;

determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment;

determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed;

storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region; and

changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory during execution of the computer program by the computer processor of the game apparatus.

2. The non-transitory, computer-readable storage medium storing a game program according to claim 1 , wherein changing said difficulty level includes changing a moving speed of said object.

3. The non-transitory, computer-readable storage medium storing a game program according to claim 1 , wherein

changing said difficulty level includes changing a movable range of said object.

4. The non-transitory, computer-readable storage medium storing a game program according to claim 1 , wherein

a length of a drawable line is constant, and

changing said difficulty level includes changing said length of the drawable line.

5. The non-transitory, computer-readable storage medium storing a game program according to claim 1 , wherein the method further comprises

displaying the calculated line segment in a color based on an attribute of the affecting object corresponding to the obtained information stored in said storing memory.

6. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:

detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate;

determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment;

determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed;

storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region;

changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory;

counting the number of determinations that said object is included in said closed region, and

determining whether the counted number of times reaches a predetermined number of times, wherein

said storing obtained information taking said object as an affecting object in said storing memory is performed when it is determined that the number of surroundings reaches said predetermined number of times.

7. The non-transitory, computer-readable storage medium storing a game program according to claim 6 , wherein the method further comprises

resetting the counted number of surroundings when an input coordinate is not detected, or when said object contacts said line segment.

8. The non-transitory, computer-readable storage medium storing a game program according to claim 6 , wherein

changing said difficulty level includes changing a count value in determining whether the counted number of times reaches the predetermined number of times.

9. A non-transitory, computer-readable storage medium tangibly storing thereon a computer program of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, where said computer program upon execution by a computer processor of said game apparatus causes the game apparatus to perform a method, the method comprising:

detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said detecting the input coordinate;

determining whether a closed region is formed by a plurality of line segments calculated by said calculating the line segment;

determining whether said object is included in said closed region as being surrounded within the closed region when it is determined that said closed region is formed;

storing obtained information taking said object as an affecting object in a storing memory when it is determined that said object is included in said closed region;

changing a difficulty level of surrounding of another object on the basis of the affecting object indicated by the obtained information stored in said storing memory; wherein

changing the difficulty level includes changing said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and

the method further comprises erasing the obtained information as to said affecting object from said storing memory when said fixed period of time elapses, or when said fixed number of times is exceeded.

10. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:

(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

(b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a);

(c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b);

(d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c);

(e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and

(f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during the game controlling method of the game apparatus.

11. The method according to claim 10 , wherein changing said difficulty level includes changing a moving speed of said object.

12. The method according to claim 10 , wherein changing said difficulty level includes changing a movable range of said object.

13. The method according to claim 10 , wherein a length of a drawable line is constant, and changing said difficulty level includes changing said length of the drawable line.

14. The method according to claim 10 , further comprising

displaying the line segment calculated in step (b) in a color based on an attribute of the affecting object corresponding to the obtained information stored in said storing device.

15. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:

(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

(b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a);

(c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b);

(d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c);

(e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and

(f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;

(g) counting the number of determinations that said object is included in said closed region; and

(h) determining whether the counted number of times counted reaches a predetermined number of times, wherein

said storing obtained information taking said object as an affecting object in said storing device is performed when it is determined that the number of surroundings reaches said predetermined number of times.

16. The method according to claim 15 , further comprising

resetting the counted number of surroundings when an input coordinate is not detected by said input coordinate detecting, or when said object contacts said line segment.

17. The method according to claim 15 , wherein changing said difficulty level includes changing a count value of step (g).

18. A game controlling method of a game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, including following steps of:

(a) detecting an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

(b) calculating a line segment connecting a previous input coordinate and a current input coordinate which were detected by said step (a);

(c) determining whether a closed region is formed by a plurality of line segments calculated by said step (b);

(d) determining whether said object is included in said closed region when it is determined that said closed region is formed by said step (c);

(e) storing obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said step (d); and

(f) changing a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; wherein

changing said difficulty level includes changing said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and

the method further comprises erasing the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.

19. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during operation of the game apparatus.

20. The game apparatus according to claim 19 , wherein

said difficulty level changing programmed logic circuitry changes a moving speed of said object.

21. The game apparatus according to claim 19 , wherein

said difficulty level changing programmed logic circuitry changes a movable range of said object.

22. The game apparatus according to claim 19 , wherein

a length of a drawable line is constant, and

said difficulty level changing programmed logic circuitry changes said length of the drawable line.

23. The game apparatus according to claim 19 , wherein

said game program causes said processor to function as a line segment displaying programmed logic circuitry that displays the line segment calculated by said line segment calculating programmed logic circuitry in a color based on an attribute of the affecting object corresponding to the obtained information stored in said storing device.

24. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;

a surrounding count counting programmed logic circuitry that counts the number of determinations that said object is included in said closed region by said surrounding determining programmed logic circuitry, and

a surrounding count determining programmed logic circuitry that determines whether the number of times counted by said surrounding count counting programmed logic circuitry reaches a predetermined number of times, wherein

said affecting object storage controlling programmed logic circuitry stores obtained information taking said object as an affecting object in said storing device when it is determined that the number of surroundings reaches said predetermined number of times by said surrounding count determining programmed logic circuitry.

25. The game apparatus according to claim 24 , further comprising

a surrounding count resetting programmed logic circuitry that resets the number of surroundings counted by said surrounding count counting programmed logic circuitry when an input coordinate is not detected by said input coordinate detecting programmed logic circuitry, or when said object contacts said line segment.

26. The game apparatus according to claim 24 , wherein

said difficulty level changing programmed logic circuitry changes a count value of said surrounding count counting programmed logic circuitry.

27. A game apparatus having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; wherein

said difficulty level changing programmed logic circuitry changes said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and

said game apparatus further comprises an erasing programmed logic circuitry that erases the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.

28. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device during operation of the game system.

29. The game system according to claim 28 , wherein

said difficulty level changing programmed logic circuitry changes a moving speed of said object.

30. The game system according to claim 28 , wherein

said difficulty level changing programmed logic circuitry changes a movable range of said object.

31. The game system according to claim 28 , wherein

a length of a drawable line is constant, and

said difficulty level changing programmed logic circuitry changes said length of the drawable line.

32. The game system according to claim 28 , wherein

said game program causes said processor to function as a line segment displaying programmed logic circuitry that displays the line segment calculated by said line segment calculating programmed logic circuitry in a color based on an attribute of the affecting object corresponding to the obtained information stored in said storing device.

33. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device;

a surrounding count counting programmed logic circuitry that counts the number of determinations that said object is included in said closed region by said surrounding determining programmed logic circuitry, and

a surrounding count determining programmed logic circuitry that determines whether the number of times counted by said surrounding count counting programmed logic circuitry reaches a predetermined number of times, wherein

said affecting object storage controlling programmed logic circuitry stores obtained information taking said object as an affecting object in said storing device when it is determined that the number of surroundings reaches said predetermined number of times by said surrounding count determining programmed logic circuitry.

34. The game system according to claim 33 , further comprising

a surrounding count resetting programmed logic circuitry that resets the number of surroundings counted by said surrounding count counting programmed logic circuitry when an input coordinate is not detected by said input coordinate detecting programmed logic circuitry, or when said object contacts said line segment.

35. The game system according to claim 33 , wherein

said difficulty level changing programmed logic circuitry changes a count value of said surrounding count counting programmed logic circuitry.

36. A game system having a display that displays an object in a virtual space on a screen and a pointing device that designates at least a position on said screen, comprising:

an input coordinate detecting programmed logic circuitry that detects an input coordinate indicating the position on said screen designated by said pointing device every predetermined time period;

a line segment calculating programmed logic circuitry that calculates a line segment connecting a previous input coordinate and a current input coordinate which were detected by said input coordinate detecting programmed logic circuitry;

a closed region determining programmed logic circuitry that determines whether a closed region is formed by a plurality of line segments calculated by said line segment calculating programmed logic circuitry;

a surrounding determining programmed logic circuitry that determines whether said object is included in said closed region when it is determined that said closed region is formed by said closed region determining programmed logic circuitry;

an affecting object storage controlling programmed logic circuitry that stores obtained information taking said object as an affecting object in a storing device when it is determined that said object is included in said closed region by said surrounding determining programmed logic circuitry; and

a difficulty level changing programmed logic circuitry that changes a difficulty level of surrounding another object on the basis of the affecting object indicated by the obtained information stored in said storing device; wherein

said difficulty level changing programmed logic circuitry changes said difficulty level of surrounding for only a fixed period of time, or by a fixed number of times, and

said game system further comprises an erasing programmed logic circuitry that erases the obtained information as to said affecting object from said storing device when said fixed period of time elapses, or when said fixed number of times is exceeded.

Assignments (3)
CHANGE OF ADDRESS Recorded Jan 23, 2026
From: HAL LABORATORY INC.
To: HAL LABORATORY INC.
Reel/Frame 074477/0344 →
CHANGE OF ADDRESS Recorded Dec 29, 2022
From: CREATURES INC.
To: CREATURES INC.
Reel/Frame 062250/0337 →
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Nov 14, 2006
From: SEKIMORI, KAZUKI
To: HAL LABORATORY INC.; CREATURES, INC.; NINTENDO CO., LTD.
Reel/Frame 018566/0958 →
Priority Claims (1)
JP 2005-328605 · Nov 14, 2005 · national
Continuity (1)
Related Publication 20070111804A1 · May 17, 2007