May 29, 2012 ... “A Boy and His Blob” instruction manual for the NES, sourced from. (65). P .... “
GameFAQs: Suikoden II (PS) Unite Attacks Guide by Jerome”,.
US008187094B2
(12) Ulllted States Patent
(10) Patent N0.:
Sawada et a]. (54)
(45) Date of Patent:
GAME PROGRAM
,
.
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(73)
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s
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2 i
RE35,314 E
(75) Inventors: gs‘??? izw‘gldg Tokyo (JP); Yas‘mon 0
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A
*
8/1999
FitZGerald
*
8/2000
SugaWara
6,123,619 A *
rior
_
u
434/16
463/31
~~ 463/43
Takatsuka ....................... .. 463/4
FOREIGN PATENT DOCUMENTS
D
2002166045 A
*
6/2002
ication
“A Boy and His Blob” instruction manual for the NES, sourced from WWW.replacementd0cs.c0m, released Jun. 1, 1989*
ata
(Continued)
_
_
* S teven J Hyl~ms k'1 P rzmar ' y Exammer '
_
Forelgn Apphcatlon Prmnty Data
Sep. 22, 2004
. . . ..
. . . ..
(Continued)
Jun. 1, 2006 _
463/2
463/44
OTHER PUBLICATIONS
seP- 22: 2005 P P bl
US 2006/0116186 A1
.........
......
9/2000 Tokita et a1~ 11/2000
Subject to any disclaimer, the term of this patent is extended or adjusted under 35
Filed:
................ ..
A
(21) Appl. No.: 11/231,77 6
(52)
L
5,941,708
JP
(51)
8/1996
6,102,801
U.S.C. 154(b) by 1521 days.
(30)
gakaguchi est ................. et a1~ ..~~~~~~~~~~~~~~..
*
6,149,520 A *
(22) (65)
May 29, 2012
5,649,862 A * 7/1997 sgliiguchi et al. .
Assignee: Sega Corporation, Tokyo (JP)
( * ) Notice:
US 8,187,094 B2
(74) Attorney, Agent, or Firm * Dickstein Shapiro LLP
(JP) ............................... .. 2004-275866
Int, C], A63F 9/24
(2006.01)
A63F 13/00
(2006.01)
(57)
ABSTRACT
In the game program, a computer 100 is operated as means for moving a game character in a game ?eld, based on an input
signal inputted from an operation unit 114 and outputting the
us. Cl. ............................. .. 463/36; 463/37; 463/43
motions to display means 110- The game Program Comprises
(58) Field of Classi?cation Search ................ .. 463/8, 4,
Lhe Péocessing Of @1113 a pllayer ch?afcter PC whichmoveés
463/363 37
~ ~ See appl1cat1on ?le for complete search h1story.
ase on an operat1on s1gna mputte
114 b y a
rom an operat1on umt PT Which g ame P la y er _and a P artner character _ _
References Cited
moves, based on a prescr1bed movement algor1thm, and judg ing Whether or not a ?rst input signal has been inputted from
U_S, PATENT DOCUMENTS
Where the player character PC is movable to a prescribed
(56)
the operation unit, and the processing of restricting a range 3 874 669 A *
4/1975 Ammo et a1‘ ““““““““““ “ 463/4
range Withapresent position of the partner character PT inthe
4,093,221 A *
6/197g
Dash , , , , , , , ,
, , , , ,, 463/3
gate ?eld as a reference When it is judged that the ?rst input
4,148,485 A *
4/ 1979
Rains . . . . . . .
. . . . .. 463/6
signal has been inputted. The game program permits a player
Slant; et a1~ ~
~~~~ ~~
character a player operates and a partner character Which
i i
437383451 A *
4/l988 L23;
4,905,168 A * 5,287,446 A * 5,292,254 A *
2/1990 McCarthy et al. .. 345/474 2/1994 Williams et al. .. 345/474 3/ 1994 Miller et al. .................. .. 434/11
4630
supports the player character to make various cooperative monons'
7 Claims, 21 Drawing Sheets
:i
'
SP
;
93/97
SP1554159
i
1
'
US 8,187,094 B2 Page 2 U.S. PATENT DOCUMENTS Mathias et al. ................. .. 463/2
3/2001
6,210,273 B1*
4/2001 Matsuno
6,254,394 B1 *
7/2001 Draper et al.
434/11
6,287,196 B1*
9/2001
463/23
6,340,332 B1 *
1/2002 Rimoto et a1.
463/31
last updated Dec. 12, 2002*
6,409,604 B1 *
6/2002
463/43
“Suikoden: Unite AttacksiIcyBriancom”, sourced from WWW.
.. 463/8
KaWano .... .. Matsuno .......... ..
6,424,353 B2 *
7/2002 Yamamoto et al.
. 345/619
6,426,752 B1 *
7/2002
. 345/473
Goden
............. ..
6,461,237 B1 * 10/2002 Yoshinobu et al. 6,471,585 B1* 10/2002 Rimoto et a1.
463/3 .. 463/4
icybrian.com/games/suikoden/unites.php, copyright 1997.* “Suikoden”
instruction
manual,
sourced
from
WWW.
replacementdocs.com, copyright 1996 Konami.*
6,514,142 B1*
2/2003 Hattori et al.
463/31
“Suikoden
6,533,663 B1*
3/2003 IWao et al. ..
463/32
replacementdocs.com, release date Sep. 25, 1999.*
II”
instruction
manual,
sourced
from
WWW.
from
WWW.
6,558,258 B1*
5/2003
Rupert et al. ................. .. 463/33
“Suikoden
6,595,850 B2 *
7/2003
Yamaki ........................... .. 463/1
replacementdocs.com, copyright 2002 Konami.* “Suikosource: Weblog: Suikoden IV Update #2”, sourced from http://WWW. suikosource.com/Weblog/2004/04/ 1 0/ suikodeniiviup
6,666,769 B2 * 12/2003 Stronach 6,729,954
B2 *
5/2004
Atsumi et a1.
463/40 .....
6,935,955 B1*
8/2005 KaminkoW et al.
6,938,898 B2 *
9/2005 Merritt, III
7,004,838 B2 *
2/2006 Hayashida et al.
7,126,607 B2 *
10/2006
Emerson .......... ..
. . . ..
7,390,254 B2 * 7,399,224 B2 *
6/2008 7/2008
463/7
463/35 . 273/236
463/31 . 345/474
7,300,345 B2 * 11/2007 Mifune et a1.
463/4
Hirai ............................... .. 463/4 Hirai ............................... .. 463/4
7,402,106 B2 *
7/2008 Weisel et al.
463/63
7,452,279 B2 *
11/2008 Yamashita ..
463/43
7,594,847 B1* 2003/0109305 A1*
9/2009 York et al. .. 6/2003 Gavin et al. .
463/5 463/31
2004/0046800 A1 *
3/2004
Emerson ..................... .. 345/810
“GameFAQS: Suikoden II FaQ/Walkthrough by Sir Aronar”, sourced WWW. gamefaqs.com/console/psx/?le/ 1 98844/4776,
III”
instruction
manual,
sourced
dateiZphp, published Apr. 10, 2004.* “Suikoden Tactics” instruction manual, copyright 2005 Konami.* “Suikoden V” instruction manual, copyright 2006 Konami.* “With giant sWings, your comrade gets throWn” in-game screen shot from Suikoden IV to illustrate a combo attack. Sourced from http:// WWW. suiko source .com/images/games/gs4/previeW/040904/Com
bat3.jpg. Published Apr. 9, 2004.* “GameFAQs: Super Mario Bros. 2 (NES) FAQ/Walkthrough by SnoW Dragon”, sourced from http://WWW.gamefaqs.com/console/ nes/?le/525244/12524, last updated Aug. 26, 2002* “Super Mario 64” instruction manual, copyright 1996 Nintendo.*
OTHER PUBLICATIONS from
“GameFAQs: Suikoden II (PS) FAQ/Walkthrough by JL Lee”, sourced from http://WWW.gamefaqs.com/console/psX/?le/l98844/ 4778, last updated Jan. 16, 2000.* “GameFAQs: Suikoden III (PS2) Combo FAQ by DFuZed”, sourced from http://WWW.gamefaqs.com/console/ps2/?le/536777/20089,
6,196,917 B1*
last
updated Feb. 29, 2000.*
“Donkey Kong Country WalkthroughiIGN FAQS”, sourced from http://faqs.ign.com/aIticles/644/644519p1.htrnl, copyright 2001.* “Donkey Kong Country 2: Diddy Kong’s Quest” instruction manual, copyright 1995 Nintendo.* “Donkey Kong Country 3: Dixie Kong’ s Double Trouble” instruction manual, copyright 1996 Nintendo.* “Donkey Kong County” instruction manual, sourced from WWW. replacementdocs.com, released Nov. 24, 2004.* “Unite AttacksiSuikoden Wika”, sourced from http://suikoden. Wikia.com/Wiki/UniteiAttacks.* “GameFAQs: Suikoden II (PS) Unite Attacks Guide by Jerome”, sourced from http://WWW.gamefaqs.com/console/psX/?le/l98844/ 20394, last updated Nov. 28, 2002*
“Super Mario Bros. 2” instruction manual, sourced from WWW. replacementdocs.com, release date Oct. 1988.*
“Super Mario Bros.” instruction manual, copyright 1985 Nintendo.* “Super Mario RPG” instruction manual, copyright 1996 Nintendo/
Square.* “Super Mario World 2Yoshi’s Island” instruction manual, Copyright 1995 Nintendo.*
“Super Mario World” instruction manual, Copyright 1991 Nintendo.*
“Final Fantasy Crystal Chronicles, Of?cial Guide Book, Complete Edition,” Square EniX Co., Ltd., Oct. 10, 2003, First Edition, pp. 37 and 50.
“Sakura Wars 2, -Don’ you Dare Lay DoWn Your Life. -,Strategy Guide Book, Volume of Earth, for Professional,” Ascii Inc., Jul. 4, 1998, First Edition, p. 30.
* cited by examiner
US. Patent
May 29, 2012
Sheet 2 0f 21
US 8,187,094 B2
S001 OPERATION INPUT IS LOCK OPERATION
NO
STOP PARTNER CHARACTER PC AND LET HIM STAND BY. PARTNER CHARACTER MAKE STAND BY SPECIAL MOTION
V DETERMINE LINK TECHNIQUE AND ITS EFFECT RANGE, BASED ON POSITIONAL RELATIONSHIP BETWEEN PLAYER CHARACTER PC AND PARTNER
CHARACTER STAND KIND OF LINK TECHNIQUE AND DISPLAY ICON IMAGE OF THE LINK TECHNIQUE '
S005
OPERATION INPUT IS MOVEMENT OPERATION OF PLAYER CHARACTER
'
PC?
// SO06 MOVE PLAYER CHARACTER PC AND CHANGE DISPLAY POSITION OF ICON IMAGE IC, BASED ON POSITIONAL RELATIONSHIP WITH PARTNER CHARACTER PT
SO02
v8
SO07 NO
GENERATE IMAGES
OPERATION INPUT IS TECHNIQUE MAKING OPERATION?
BASED ON A KIND OF LINK TECHNIQUE SET USABLE AND POSITIONAL RELATIONSHIP BETWEEN PLAYER CHARACTER PC AND PARTNER CHARACTER PT, DETERMINE A POINT OF MAKING THE LINK TECHNIQUE
OF MOVEMENT OF PLAYER CHARACTER PC AND PARTNER CHARACTER PT
DETERMINE EFFECT RANGE OF THE LINK TECHNIQUE, BASED ON POSITIONAL RELATIONSHIP BETWEEN PLAYER CHARACTER PC AND PARTNER CHARACTER PT, ABILITY VALUE, ETC.
V GENERATE IMAGE OF THE LINK TECHNIQUE
I COMPUTE EFFECT OF THE LINK TECHNIQUE ON ENEMY CHARACTER AND CONTROL DISPLAY FOR THE ENEMY CHARACTER
1» S010
US. Patent
May 29, 2012
Sheet 3 0f 21
US 8,187,094 B2
FIG. 3
PC
(55 LV 5 HP 999/999 7 , SP 996/999
HP 999/999
SP 999/999 “4 ‘-, EXP
A
US. Patent
May 29, 2012
Sheet 4 0f 21
US 8,187,094 B2
W
3%
4
HP 163/193 v
HP 614157
SP 11'7/11'7
SP 243/243 “l 1 EXP .4i
US. Patent
May 29, 2012
Sheet 5 0f 21
US 8,187,094 B2
FIG. 5
HP 61/15'7
% EXP =:
‘_
E J
US. Patent
May 29, 2012
Sheet 6 0f 21
US 8,187,094 B2
FIG. 6
M
w(J WEwv M2w“v2 3 h mAww1 HP 61/157 SP 228/243
US. Patent
May 29, 2012
Sheet 7 0f 21
US 8,187,094 B2
FIG. 7
@131
HP 61/157 SP 228/243
US. Patent
May 29, 2012
Sheet 9 0f 21
US 8,187,094 B2
FIG. 9 OPERATION INPUT BY FIRST GAME PLAYER IS
LOCK OPERATION?
STOP PLAYER CHARACTER PCl AND LET HIM STAN BY.
PLAYER CHARACTER PCl MAKES STAN BY SPECIAL MOTION
N
$103
S104 OPERATION INPUT BY FIRST GAME PLAYER IS SELECTION INPUT FOR LINK
TECHNIQUE? DETERMINE EFFECT RANGE OF THE LINK TECHNIQUE, BASED POSITIONAL RELATIONSHIP BETWEEN PLAYER CHARACTER PCI AND PLAYER CHARACTER PC2
"\d S105
AND KIND OF THE LINK TECHNIQUE AND DISPLAY
S102
ICON IMAGE OF THE LINK TECHNIQUE
>v
S106
OPERATION INPUT BY SECOND GAME PLAYER IS OPERATION OF MAKING LINK
TECHNIQUE? YES
BASED ON KIND OF THE LINK TECHNIQUE SET USABLE, AND POSITIONAL RELATIONSHIP AND DISTANCE BETWEEN PLAYER CHARACTER PCl AND PAYER CHARACTER PC2, DETERMINE A POINT OF MAKING THE LINK TECHNIQUE
II GENERATE IMAGES OF MOVEMENTS
OP PLAYER CHARACTER PCl AND PLAYER
CHARACTER PC2
S107
I DETERMINE EFFECT RANGE OF THE LINK TECHNIQUE, BASED ON POSITIONAL RELATIONSHIP BETWEEN PLAYER CHARACTER PCl AND PLAYER CHARACTER PC2, ABILITY VALUE, ETC.
“3103
I I
GENERATE IMAGE OF THE LINK TECHNIQUE
I’» S109
j COMPUTE EFFECT OF THE LINK TECHNIQUE FOR ENEMY CHARACTER AND CONTORT DISPLAY TO THE ENEMY CHARACTER \
END
8
N S110
US. Patent
136G A
May 29, 2012
Sheet 10 0f 21
US 8,187,094 B2
US. Patent
May 29, 2012
Sheet 11 0121
US 8,187,094 B2
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US 8,187,094 B2
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May 29, 2012
Sheet 13 0f 21
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US. Patent
May 29, 2012
Sheet 15 0f 21
US 8,187,094 B2
US. Patent
May 29, 2012
Sheet 16 0f 21
US 8,187,094 B2
FIG. 16
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US. Patent
May 29, 2012
Sheet 17 0f 21
US 8,187,094 B2
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May 29, 2012
Sheet 18 0f 21
US 8,187,094 B2
FIG. 18
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