IP Library › Granted Patent US 12,415,133
Granted Patent B2
US 12,415,133 · App. 17/949,666 · Granted Sep 16, 2025

Storage medium storing game program, game system, game apparatus, and game processing method

Inventor: Kazumasa Iwao (Tokyo, JP)
Assignees: Nintendo Co., Ltd.; The Pokémon Company
A63F13/577A63F13/52A63F13/56
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Quick Facts
Patent No.
US 12,415,133
App. No.
17/949,666
Granted
Sep 16, 2025
Kind
B2
Abstract

In a first mode, an aiming direction in a virtual space is determined based on a second operation input, and a player character is caused to launch, in the aiming direction, an item that affects a field character disposed on a field in the virtual space, based on a third operation input. In a second mode, the aiming direction is determined, based on the second operation input, and the player character is caused to launch, in the aiming direction, a fighting character that fights, based on the third operation input.

Claims (181)

1. A non-transitory computer-readable storage medium having stored therein a game program that when executed by a computer of an information processing apparatus, causes the computer to perform operations comprising:

generating data for display of a player character and a field character disposed on a field in a virtual space;

receiving a first operation input and switching between at least a first and a second mode, based on the first operation input;

receiving a second operation input and determining an aiming direction in the virtual space, based on the second operation input; and

in the first mode,

generating data for display of a first aiming point associated with the aiming direction,

receiving a third operation input and selecting an item, from a plurality of items, based on the third operation input, and

receiving a fourth operation input and generating data for display of the player character launching, in the aiming direction, the item that affects the field character disposed on the field in the virtual space, based on the fourth operation input, and when the item is launched at a place where the field character is disposed, generating an effect, associated with the item, for the field character, and

in the second mode,

generating data for display of a second aiming point associated with the aiming direction,

receiving a fifth operation input and selecting a fighting character, from a plurality of fighting characters, based on the fifth operation input, and

receiving a sixth operation input and generating data for display of the player character to launching, in the aiming direction, the fighting character that fights, based on the sixth operation input, and when the fighting character is launched at a place where the field character is disposed, generating data for display of the field character and the fighting character starting fighting against each other on the field in the virtual space.

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

the item includes at least a catching item for catching the field character, and

the game program further causes the computer to perform operations comprising:

when the catching item launched in the first mode hits the field character, performing successful-catch determination relating to whether or not the catching is successful; and

when the result of the successful-catch determination is positive, setting the field character hit by the catching item in a player's possession.

3. The non-transitory computer-readable storage medium according to claim 2 , wherein

the item further includes an item having the effect of causing the result of the successful-catch determination to be more likely positive.

4. The non-transitory computer-readable storage medium according to claim 2 , wherein

the item further includes an item having the effect of setting a limitation on a movement of the field character on the field.

5. The non-transitory computer-readable storage medium according to claim 2 , wherein

the game program further causes the computer to perform operations comprising:

aligning the aiming direction with the field character, based on a seventh operation input.

6. The non-transitory computer-readable storage medium according to claim 5 , wherein

the game program further causes the computer to perform operations comprising:

displaying an indicator indicating how likely the result of the successful-catch determination is to be positive for a field character with which the aiming direction is aligned.

7. The non-transitory computer-readable storage medium according to claim 5 , wherein

the game program further causes the computer to perform operations comprising:

displaying information about a field character with which the aiming direction is aligned, based on the seventh operation input and an eighth operation input.

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

the information about the field character includes mission information about a history of an in-game mission including at least the number of the caught field characters and the number of times of a fight against the field character.

9. The non-transitory computer-readable storage medium according to claim 2 , wherein

the game program further causes the computer to perform operations comprising:

causing the fighting character and the field character to fight against each other on the field, based on an operation input including at least an instruction to attack by the fighting character and an instruction to use an item, after start of the fight;

when an instruction to use the catching item is issued during the fight, performing successful-catch determination of whether or not the field character is successfully caught using the catching item, based on a state of the field character that is changed due to the fight; and

when the result of the successful-catch determination is positive during the fight, setting the field character in a player's possession.

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

the game program further causes the computer to perform operations comprising:

during the fight,

displaying an indicator indicating a state of the field character related to at least physical strength, at a location that is set, corresponding to a location of the field character, and

controlling an orientation of a virtual camera, based on a seventh operation input.

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

the game program further causes the computer to perform operations comprising:

in the second mode, when the fighting character is launched at a place where a collection object indicating that an item is allowed to be obtained is disposed on the field, causing the fighting character to perform an action with respect to the collection object, and setting the item associated with the collection object in a player's possession.

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

the game program further causes the computer to perform operations comprising:

displaying a mark indicating the aiming direction in a display form that differs between the first mode and the second mode.

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

the item is an event item that causes progression of an in-game event by hitting the field character, and

the game program further causes the computer to perform operations comprising:

during the in-game event,

when a plurality of the event items have hit the field character until a clear condition is satisfied, determining that the in-game event is cleared, and

when the fight against the field character is won, causing the clear condition to be easier to satisfy.

14. The non-transitory computer-readable storage medium according to claim 13 , wherein

the game program further causes the computer to perform operations comprising:

when the fight against the field character is won, setting a limitation on a movement of the field character in the virtual space during at least a period of time.

15. The non-transitory computer-readable storage medium according to claim 13 , wherein

the clear condition is that an event parameter that is reduced each time the event item hits the field character is lower than or equal to a reference, and

the game program further causes the computer to perform operations comprising:

when the fight against the field character is won, relatively increasing a reduction amount of the event parameter corresponding to hitting by the event item during at least a period of time.

16. A game systems comprising:

a processor; and

a memory configured to store computer readable instructions that, when executed by the processor, cause the game system to:

generate data for display of a player character and a field character disposed on a field hi a virtual space;

receive a first operation input and switch between at least a first and a second mode, based on the first operation input;

receive a second operation input and determining an aiming direction in the virtual space, based on the second operation input; and

in the first mode,

generate data for display of the first aiming point associated with the aiming direction,

receive a third operation input and select an item, from a plurality of items, based on the third operation input, and

receive a fourth operation input and generate data for display of the player character launching, in the aiming direction, the item that affects the field character disposed on the field in the virtual space, based on the fourth operation input, and when the item is launched at a place where the field character is disposed, generate an effect, associated with the item, for the field character, and

in the second mode,

generate data for display of a second aiming point associated with the aiming direction,

receive a fifth operation input and select a fighting character, from a plurality of fighting characters, based on the fifth operation input, and

receive a sixth operation input and generate data for display of the player character launching, in the aiming direction, the fighting character that fights, based on the sixth operation input, and when the fighting character is launched at a place where the field character is disposed, generate data for display of the field character and the fighting character starting fighting against each other on the field in the virtual space.

17. The game system according to claim 16 , wherein

the item includes at least a catching item for catching the field character, and

the game system is further caused to:

when the catching item launched in the first mode hits the field character, perform successful-catch determination relating to whether or not the catching is successful; and

when the result of the successful-catch determination is positive, set the field character hit by the catching item in a player's possession.

18. The game system according to claim 17 , wherein

the item further includes an item having the effect of causing the result of the successful-catch determination to be more likely positive.

19. The game system according to claim 17 , wherein

the item further includes an item having the effect of setting a limitation on a movement of the field character on the field.

20. The game system according to claim 17 , wherein

the game system is further caused to:

align the aiming direction with the field character, based on a seventh operation input.

21. The game system according to claim 20 , wherein

the came system is further caused to:

display an indicator indicating how likely the result of the successful-catch determination is to be positive for a field character with which the aiming direction is aligned.

22. The game system according to claim 20 , wherein

the game system is further caused to:

display information about a field character with which the aiming direction is aligned, based on the seventh operation input and an eighth operation input.

23. The game system according to claim 22 , wherein

the information about the field character includes mission information about a history of an in-game mission including at least the number of the caught field characters and the number of times of a fight against the field character.

24. The game system according to claim 17 , wherein

the game system is further caused to:

cause the fighting character and the field character to fight against each other on the field, based on an operation input including at least an instruction to attack by the fighting character and an instruction to use an item, after start of the fight;

when an instruction to use the catching item is issued during the fight, perform successful-catch determination of whether or not the field character is successfully caught using the catching item, based on a state of the field character that is changed due to the fight; and

when the result of the successful-catch determination is positive during the fight, set the field character in a player's possession.

25. The game system according to claim 16 , wherein

the game system is further caused to:

during the fight,

display an indicator indicating a state of the field character related to at least physical strength, at a location that is set, corresponding to a location of the field character, and

control an orientation of a virtual camera, based on seventh operation input.

26. The game system according to claim 16 , wherein

the game system is further caused to:

in the second mode, when the fighting character is launched at a place where a collection object indicating that an item is allowed to be obtained is disposed on the field, cause the fighting character to perform an action with respect to the collection object, and set the item associated with the collection object in a player's possession.

27. The game system according to claim 16 , wherein

the game system if further caused to:

display a mark indicating the aiming direction in a display form that differs between the first mode and the second mode.

28. The game system according to claim 16 , wherein

the item is an event item that causes progression of an in-game event by hitting the field character, and

the game system if further caused to:

during the in-game event,

when a plurality of the event items have hit the field character until a clear condition is satisfied, determine that the in-game event is cleared, and

when the fight against the field character is won, cause the clear condition to be easier to satisfy.

29. The game system according to claim 28 , wherein

the game system if further caused to:

when the fight against the field character is won, set a limitation on a movement of the field character in the virtual space during at least a period of time.

30. The game system according to claim 28 , wherein

the clear condition is that an event parameter that is reduced each time the event item hits the field character is lower than or equal to a reference, and

the game system if further caused to:

when the fight against the field character is won, relatively increase a reduction amount of the event parameter corresponding to hitting by the event item during at least a period of time.

31. A game apparatus, comprising:

processing circuitry including at least one processor; and

a display operatively coupled to the processing circuitry, wherein the processing circuitry is configured to:

generate data for display, on the display, of a player character and a field character disposed on a field in a virtual space;

receive a first operation input and switch between at least a first and a second mode, based on the first operation input;

receive a second operation input and determine an aiming direction in the virtual space, based on the second operation input; and

in the first mode,

generate data for display, on the display, of a first aiming point associated with the aiming direction,

receive a third operation input and select an item, from a plurality of items, based on the third operation input, and

receive a fourth operation input and generate data for display, on the display, of the player character launching, in the aiming direction, the item that affects to the field character disposed on the field in the virtual space, based on the fourth operation input, and when the item is launched at a place where the field character is disposed, generate an effect, associated with the item, for the field character, and

in the second mode,

generate data for display, on the display, of a second aiming point associated with the aiming direction,

receive a fifth operation input and select a fighting character, from a plurality of fighting characters, based on the fifth operation input, and

receive a sixth operation input and generate data for display, on the display, of the player character launching, in the aiming direction, the fighting character that fights, based on the sixth operation input, and when the fighting character is launched at a place where the field character is disposed, generate data for display, on the display, of the field character and the fighting character starting fighting against each other on the field in the virtual space.

32. The game apparatus according to claim 31 , wherein

the item includes at least a catching item for catching the field character, and

the processing circuitry is further configured to:

when the catching item launched in the first mode hits the field character, perform successful-catch determination relating to whether or not the catching is successful; and

when the result of the successful-catch determination is positive, set the field character hit by the catching item in a player's possession.

33. The game apparatus according to claim 32 , wherein

the processing circuitry is further configured to:

cause the fighting character and the field character to fight against each other on the field, based on an operation input including at least an instruction to attack by the fighting character and an instruction to use an item, after start of the fight;

when an instruction to use the catching item is issued during the fight, perform successful-catch determination of whether or not the field character is successfully caught using the catching item, based on a state of the field character that is changed due to the fight; and

when the result of the successful-catch determination is positive during the fight, set the field character in a player's possession.

34. The game apparatus according to claim 31 , wherein

the item is an event item that causes progression of an in-game event by hitting the field character, and

the processing circuitry is further configured to:

during the in-game event,

when a plurality of the event items have hit the field character until a clear condition is satisfied, determine that the in-game event is cleared, and

when the fight against the field character is won, cause the clear condition to be easier to satisfy.

35. A game processing method, comprising:

generating data for display of a player character and a field character disposed on a field in a virtual space;

receiving a first operation input and switching between at least a first and a second mode, based on the first operation input;

receiving a second operation input and determining an aiming direction in the virtual space, based on the second operation input; and

in the first mode,

generating data for display of a first aiming point associated with the aiming direction,

receiving a third operation input and selecting an item, from a plurality of items, based on the third operation input, and

receiving a fourth operation input and generating data for display of the player character launching, in the aiming direction, the item that affects the field character disposed on the field in the virtual space, based on the fourth operation input, and when the item is launched at a place where the field character is disposed, generating an effect, associated with the item, for the field character, and

in the second mode,

generating data for display of a second aiming point associated with the aiming direction,

receiving a fifth operation input and selectin a fighting character, from a plurality of fighting characters, based on the fifth operation input, and

receiving a sixth operation input and generating data for display of the player character launching, in the aiming direction, the fighting character that fights, based on the sixth operation input, and when the fighting character is launched at a place where the field character is disposed, generating data for display of the field character and the fighting character starting fighting against each other on the field in the virtual space.

36. The game processing method according to claim 35 , wherein

the item includes at least a catching item for catching the field character, and

the game processing method further comprising:

when the catching item launched in the first mode hits the field character, performing successful-catch determination relating to whether or not the catching is successful; and

when the result of the successful-catch determination is positive, setting the field character hit by the catching item in a player's possession.

37. The game apparatus according to claim 36 , further comprising:

causing the fighting character and the field character to fight against each other on the field, based on an operation input including at least an instruction to attack by the fighting character and an instruction to use an item, after start of the fight;

when an instruction to use the catching item is issued during the fight, performing successful-catch determination of whether or not the field character is successfully caught using the catching item, based on a state of the field character that is changed due to the fight; and

when the result of the successful-catch determination is positive during the fight, setting the field character in a player's possession.

38. The game processing method according to claim 35 , wherein

the item is an event item that causes progression of an in-game event by hitting the field character, and

the game processing method further comprises:

during the in-game event,

when a plurality of the event items have hit the field character until a clear condition is satisfied, determining that the in-game event is cleared, and

when the fight against the field character is won, causing the clear condition to be easier to satisfy.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Sep 22, 2022
From: IWAO, KAZUMASA
To: NINTENDO CO., LTD.; THE POKÉMON COMPANY
Reel/Frame 061182/0545 →
Priority Claims (1)
JP 2021-208275 · Dec 22, 2021 · national
Continuity (1)
Related Publication 20230191255A1 · Jun 22, 2023
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