IP Library › Granted Patent US 8,123,600
Granted Patent B2
US 8,123,600 · App. 11/123,211 · Granted Feb 28, 2012

Storage medium storing game program and game apparatus

Assignee: Nintendo Co., Ltd.
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Quick Facts
Patent No.
US 8,123,600
App. No.
11/123,211
Granted
Feb 28, 2012
Kind
B2
Abstract

A game apparatus causes a character object to perform a first hitting motion on the necessary condition that a to-be-hit object is present in a first area 104 a which is set based on a position of the character object in a virtual game space, and causes the character object to perform a second hitting motion on the necessary condition that the to-be-hit object is present in a second area 104 b, 104 c , or 104 d . Furthermore, the game apparatus adjusts a position of at least one of at least a part of the character object and the to-be-hit object, such that when the character object is caused to perform the second hitting motion, the character object and the to-be-hit object are in a predetermined positional relationship.

Claims (58)

1. A non-transitory storage medium which stores a game program for causing a computer of a game apparatus causing a character object appearing in a virtual game space to perform a hitting motion on a to-be-hit object so as to move the to-be-hit object in the virtual game space to perform:

causing the character object to perform a first type of hitting motion on the necessary condition that the to-be-hit object is present in a first area which is set based on a position of the character object in the virtual game space and which moves in accordance with movement of the character object;

causing the character object to perform a second type of hitting motion, which is different from the first type of hitting motion, on the necessary condition that the to-be-hit object is present in a second area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object, the second area shaving a different size than the first area; and

adjusting a position of at least one of at least a part of the character object and the to-be-hit object, such that when the character object is caused to perform the second type of hitting motion, at least the part of the character object and the to-be-hit object are in a predetermined positional relationship.

2. A storage medium according to claim 1 , wherein the game program causes the computer to further perform:

determining whether or not the character object should perform the second type of hitting motion; and

when it is determined that the character object should perform the second type of hitting motion, temporarily stopping a motion of at least the to-be-hit object;

wherein the position is adjusted by moving at least the part of the character object while the motion of the first to-be-hit object is at a stop.

3. A storage medium according to claim 1 , wherein the game program causes the computer to further perform:

determining whether or not the character object should perform the second type of hitting motion; and

when it is determined that the character object should perform the second type of hitting motion, temporarily stopping a motion of objects other than the to-be-hit object;

wherein the position is adjusted by moving the to-be-hit object while the motion of the objects other than the to-be-hit object are at a stop.

4. A storage medium according to claim 1 , wherein the game program causes the computer to further perform:

determining whether or not the character object should perform the second type of hitting motion; and

when it is determined that the character object should perform the second type of hitting motion, temporarily stopping a motion of objects other than the character object and the to-be-hit object;

wherein the position is adjusted by moving at least the part of the character object and the to-be-hit object while the motion of the objects other than the character object and the to-be-hit object are at a stop.

5. A storage medium according to claim 1 , wherein the second area encompasses an area which is not encompassed in the first area.

6. A storage medium according to claim 1 , wherein:

the character object includes a human object and a hitting object that the human object has; and

the hitting object is moved such that the hitting object contacts the to-be-hit object.

7. A storage medium according to claim 1 , wherein, in response to performance of a predetermined operation, the character object performs the second type of hitting motion on the condition that the to-be-hit object is present in the second area when and after the predetermined operation is performed.

8. A storage medium according to claim 1 , wherein:

the second type of hitting motion is performable only when a predetermined parameter on the character object fulfills a predetermined condition; and

the game program causes the computer to further perform, in response to a predetermined operation being performed and when the predetermined condition is fulfilled, causing the character object to perform the second type of hitting motion, whereas when the predetermined condition is not fulfilled, causing the character object to perform the first type of hitting motion.

9. A storage medium according to claim 1 , wherein:

the second type of hitting motion is performable only when a predetermined parameter on the character object fulfills a predetermined condition; and

the game program causes the computer to further perform:

allowing a player to set, or automatically setting, a first mode or a second mode;

in the state where the first mode is set and in response to a first operation being performed, when the predetermined condition is fulfilled, causing the character object to perform the second type of hitting motion, and when the predetermined condition is not fulfilled, causing the character object to perform the first type of hitting motion; and

in the state where the second mode is set and in response to the first operation being performed, causing the character object to perform the first type of hitting motion, and in response to a second operation being performed, which is different from the first operation, causing the character object to perform the second type of hitting motion.

10. A storage medium according to claim 1 , wherein the game program causes the computer to further perform:

determining whether or not the to-be-hit object is present in one of first area and the second area, in response to a predetermined operation being performed; and

when it is determined that the to-be-hit object is not present in the one of first area and the second area, determining whether or not the to-be-hit object is present in the other of the first area and the second area;

wherein:

when it is determined that the to-be-hit object is present in the first area, the character object performs the first type of hitting motion; and

when it is determined that the to-be-hit object is present in the second area, the character object performs the second type of hitting motion.

11. A storage medium according to claim 1 , wherein the game program causes the computer to further perform:

causing the character object to perform a third type of hitting motion which is different from the first type of hitting motion and the second type of hitting motion, on the necessary condition that the to-be-hit object is present in a third area which is set based on the position of the character object in the virtual game space;

determining whether or not the to-be-hit object is present in one of the second area and the third area, in response to a predetermined operation being performed; and

when it is determined that the to-be-hit object is not present in the one of second area and the third area, determining whether or not the to-be-hit object is present in the other of the second area and the third area;

wherein:

when it is determined that the to-be-hit object is present in the second area, the character object performs the second type of hitting motion;

when it is determined that the to-be-hit object is present in the third area, the character object performs the third type of hitting motion; and

a position of at least one of at least a part of the character object and the to-be-hit object is adjusted such that when the character object is caused to perform the third type of hitting motion, at least the part of the character object and the to-be-hit object are in a predetermined positional relationship.

12. A game apparatus for causing a character object appearing in a virtual game space to perform a hitting motion on a to-be-hit object so as to move the to-be-hit object in the virtual game space, the game apparatus comprising:

first motion programmed logic circuitry for causing the character object to perform a first type of hitting motion on the necessary condition that the to-be-hit object is present in a first area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object;

second motion programmed logic circuitry for causing the character object to perform a second type of hitting motion, which is different from the first type of hitting motion, on the necessary condition that the to-be-hit object is present in a second area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object, the second area having a different size than the first area; and

adjustment programmed logic circuitry for adjusting a position of at least one of at least a part of the character object and the to-be-hit object, such that when the character object is caused to perform the second type of hitting motion, at least the part of the character object and the to-be-hit object are in a predetermined positional relationship.

13. A method for operating a game apparatus to cause a character object appearing in a virtual game space to perform a hitting motion on a to-be-hit object so as to move the to-be-hit object in the virtual game space, comprising:

causing, by a processor, the character object to perform a first type of hitting motion on the necessary condition that the to-be-hit object is present in a first area which is set by the processor based on a position of the character object in the virtual game space and which moves in accordance with movement of the character object;

causing, by the processor, the character object to perform a second type of hitting motion, which is different from the first type of hitting motion, on the necessary condition that the to-be-hit object is present in a second area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object, the second area having a different size than the first area; and

adjusting a position of at least one of at least a part of the character object and the to-be-hit object, by the processor, such that when the character object is caused to perform the second type of hitting motion, at least the part of the character object and the to-be-hit object are in a predetermined positional relationship.

14. A game apparatus for causing a character object appearing in a virtual game space to perform a hitting motion on a to-be-hit object so as to move the to-be-hit object in the virtual game space, the game apparatus comprising:

a processor;

a memory coupled to said processor, said memory storing instructions that, when executed by said processor, control said processor to:

cause the character object to perform a first type of hitting motion on the necessary condition that the to-be-hit object is present in a first area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object;

cause the character object to perform a second type of hitting motion, which is different from the first type of hitting motion, on the necessary condition that the to-be-hit object is present in a second area which is set based on the position of the character object in the virtual game space and which moves in accordance with movement of the character object, the second area having a different size than the first area; and

adjust a position of at least one of at least a part of the character object and the to-be-hit object, such that when the character object is caused to perform the second type of hitting motion, at least the part of the character object and the to-be-hit object are in a predetermined positional relationship.

Assignments (1)
ASSIGNMENT OF ASSIGNOR'S INTEREST Recorded Jul 29, 2005
From: TAKAHASHI, HIROYUKI; TAKAHASHI, SHUGO; SUGIMOTO, YUSUKE; YAMAMOTO, YUTAKA; IZUNO, TOSHIHARU
To: NINTENDO CO., LTD.
Reel/Frame 016829/0367 →
Priority Claims (2)
JP 2004-139729 · May 10, 2004 · national
JP 2004-302280 · Oct 15, 2004 · national
Continuity (1)
Related Publication 20050255900A1 · Nov 17, 2005