IP Library Granted Patent US 12,485,349
Granted Patent B2
US 12,485,349 · App. 18/328,657 · Granted Dec 2, 2025

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

Inventors: Shinichiro Biwasaka (Kyoto, JP); Atsushi Asakura (Kyoto, JP)
Assignee: Nintendo Co., Ltd.
A63F13/577A63F13/42A63F13/56
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Quick Facts
Patent No.
US 12,485,349
App. No.
18/328,657
Granted
Dec 2, 2025
Kind
B2
Abstract

Movement control of a player character in a virtual space is performed based on a user's operation input. When it is determined that an impact has been applied to a first object in the virtual space, the first object, or a second object instead of the first object, is installed on a terrain object related to a location where the impact has been applied to the first object, and lighting is set in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation.

Claims (64)

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:

performing movement control of a player character in a virtual space, based on a user's operation input;

when it is determined that an impact has been applied to a first object in the virtual space, installing the first object, or a second object instead of the first object, on a terrain object related to a location where the impact has been applied to the first object, and setting lighting in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation;

generating a combination object by combining the first object with an equipment object with which the player character is allowed to be equipped, based on the user's operation input;

executing a process of causing the player character to perform a proximity attack action using the combination object, based on the user's operation input; and

when the combination object hits the terrain object due to the proximity attack action, determining that the impact has been applied to the first object included in the combination object.

2 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising when the first object is included in a range in which the first object is affected by the proximity attack action, determining that the impact has been applied to the first object.

3 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising when the first object hits the terrain object due to another attack action, determining that the impact has been applied to the first object.

4 . The non-transitory computer-readable storage medium according to claim 3 , wherein the game program further causes the computer to perform operations comprising:

executing a process of causing the player character to perform an action of launching the first object in the virtual space as the another attack action, based on the user's operation input; and

when the first object launched by the launching action hits the terrain object, determining that the impact has been applied to the first object.

5 . The non-transitory computer-readable storage medium according to claim 1 , wherein the proximity attack action is used in a range that is directly reached by the player character itself or an object with which the player character is equipped.

6 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising when the first object hits another object at a first speed or more in the virtual space, determining that the impact has been applied to the first object.

7 . The non-transitory computer-readable storage medium according to claim 6 , wherein the game program further causes the computer to perform operations comprising:

executing a process of causing the player character to perform a launching action of launching the first object in the virtual space, based on the user's operation input; and

when the first object launched by the launching action hits the terrain object at the first speed or more, determining that the impact has been applied to the first object.

8 . The non-transitory computer-readable storage medium according to claim 6 , wherein the game program further causes the computer to perform operations comprising:

executing a process of causing the player character to perform a dropping action of dropping the first object in the virtual space, based on the user's operation input; and

when the first object dropped by the dropping action hits the terrain object at the first speed or more, determining that the impact has been applied to the first object.

9 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising:

automatically controlling actions of an opponent character in the virtual space; and

removing the first or second object installed in the virtual space, depending on an action of the opponent character.

10 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising when the number of the first and second objects installed in the virtual space reaches a first value, or when a first period of time has passed since the installation of the first and second objects on the terrain object, removing at least one of the first and second objects installed in the virtual space.

11 . The non-transitory computer-readable storage medium according to claim 1 , wherein the first object is allowed to be obtained and possessed by the player character in the virtual space.

12 . The non-transitory computer-readable storage medium according to claim 1 , wherein the game program further causes the computer to perform operations comprising when the first object hits another object due to the proximity attack action, determining that the impact has been applied to the first object.

13 . A game system comprising:

a memory and a processor configured to cooperate to at least:

perform movement control of a player character in a virtual space, based on a user's operation input; and

when it is determined that an impact has been applied to a first object in the virtual space, install the first object, or a second object instead of the first object, on a terrain object related to a location where the impact has been applied to the first object, and set lighting in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation;

generate a combination object by combining the first object with an equipment object with which the player character is allowed to be equipped, based on the user's operation input;

execute a process of causing the player character to perform a proximity attack action using the combination object, based on the user's operation input; and

when the combination object hits the terrain object due to the proximity attack action, determine that the impact has been applied to the first object included in the combination object.

14 . The game system according to claim 13 , wherein the processor is further configured to at least when the first object is included in a range in which the first object is affected by the proximity attack action, determine that the impact has been applied to the first object.

15 . The game system according to claim 13 , wherein the processor is further configured to at least when the first object hits the terrain object due to another attack action, determine that the impact has been applied to the first object.

16 . The game system according to claim 15 , wherein the processor is further configured to at least:

execute a process of causing the player character to perform an action of launching the first object in the virtual space as the another attack action, based on the user's operation input; and

when the first object launched by the launching action hits the terrain object, determine that the impact has been applied to the first object.

17 . The game system according to claim 15 , wherein the proximity attack action is used in a range that is directly reached by the player character itself or an object with which the player character is equipped.

18 . The game system according to claim 13 , wherein the processor is further configured to at least when the first object hits another object at a first speed or more in the virtual space, determine that the impact has been applied to the first object.

19 . The game system according to claim 18 , wherein the processor is further configured to at least:

execute a process of causing the player character to perform a launching action of launching the first object in the virtual space, based on the user's operation input; and

when the first object launched by the launching action hits the terrain object at the first speed or more, determine that the impact has been applied to the first object.

20 . The game system according to claim 18 , wherein the processor is further configured to at least:

execute a process of causing the player character to perform a dropping of dropping the first object in the virtual space, based on the user's operation input; and

when the first object dropped by the dropping action hits the terrain object at the first speed or more, determine that the impact has been applied to the first object.

21 . The game system according to claim 13 , wherein the processor is further configured to at least:

automatically control actions of an opponent character in the virtual space; and

remove the first or second object installed in the virtual space, depending on an action of the opponent character.

22 . The game system according to claim 13 , wherein the processor is further configured to at least when the number of the first and second objects installed in the virtual space reaches a first value, or when a first period of time has passed since the installation of the first and second objects on the terrain object, remove at least one of the first and second objects installed in the virtual space.

23 . The game system according to claim 13 , wherein the first object is allowed to be obtained and possessed by the player character in the virtual space.

24 . The game system according to claim 13 , wherein the processor is further configured to at least when the first object hits another object due to the proximity attack action, determine that the impact has been applied to the first object.

25 . A game apparatus, comprising:

at least one memory storing a non-transitory computer-readable storage medium having a game program stored thereon; and

a processor configured to execute the game program to perform operations comprising:

performing movement control of a player character in a virtual space, based on a user's operation input; when it is determined that an impact has been applied to a first object in the virtual space, installing the first object, or a second object instead of the first object, on a terrain object related to a location where the impact has been applied to the first object, and setting lighting in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation;

generating a combination object by combining the first object with an equipment object with which the player character is allowed to be equipped, based on the user's operation input;

executing a process of causing the player character to perform a proximity attack action using the combination object, based on the user's operation input; and

when the combination object hits the terrain object due to the proximity attack action, determining that the impact has been applied to the first object included in the combination object.

26 . A game processing method for causing a processor of an information processing apparatus to at least:

perform movement control of a player character in a virtual space, based on a user's operation input;

when it is determined that an impact has been applied to a first object in the virtual space, install the first object, or a second object instead of the first object, on a terrain object related to a location where the impact has been applied to the first object, and set lighting in the virtual space such that a range around the location where the first or second object is installed is lighter than before the installation;

generating a combination object by combining the first object with an equipment object with which the player character is allowed to be equipped, based on the user's operation input;

executing a process of causing the player character to perform a proximity attack action using the combination object, based on the user's operation input; and

when the combination object hits the terrain object due to the proximity attack action, determining that the impact has been applied to the first object included in the combination object.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jun 2, 2023
From: BIWASAKA, SHINICHIRO; ASAKURA, ATSUSHI
To: NINTENDO CO., LTD.
Reel/Frame 063847/0035 →
Priority Claims (1)
JP 2022-144902 · Sep 12, 2022 · national
Continuity (1)
Related Publication 20240082730A1 · Mar 14, 2024
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