US6354940B1
Expired / Lapsed
US
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Game apparatus, game fight processing method, and computer readable storage medium storage program therefor
Assignee: Square Enix Co Ltd
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Filing: 1999-08-09
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Granted: 2002-03-12
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Expires: 2019-08-09
Abstract
Abstract A game apparatus displays, in response to a manual input, a table of additional abilities, such as a magic art, possessed by an enemy character on a display screen that presents a fight fought between a player character and an enemy character, selects any additional ability from among the additional abilities, acquires the ability from the enemy character as a player character's own ability, and stocks the acquired additional ability for future use, or uses, on the spot, the acquired additional ability as the player character's own ability upon acquisition, in response to a manual input.
Inventors
- 👤 Hiroyuki Itou
- 👤 Takatsugu Nakazawa
Bibliographic Details
Application Number
—
Jurisdiction
US
Data Source
google_patents
Last Synchronized
2026-11-09 14:04
CPC Classifications
A; A63; A63F; A63F13/00; A63F13/55; A63F13/58; A63F13/10; A63F13/40; A63F13/44; A63F13/45; A63F13/80; A63F13/833; A63F2300/00; A63F2300/30; A63F2300/308; A63F2300/60; A63F2300/65; A63F2300/80; A63F2300/8029
Claims Analysis
Total Claims: 14
Claim 1
Independent Claim
158 words
A game apparatus for playing a fighting game between game characters on a display screen, the apparatus comprising: storage means for storing fighting abilities on a per character basis; selecting means for selecting, in response to a manual input, any fighting ability from among the fighting abilities which are stored on a per character basis and are presented on the display screen; display control means which controls the displaying of a fight between the characters, using the fighting ability selected by the selecting means; time measurement means for measuring a duration of time throughout which the display control means controls the displaying of the fight; and authorizing means for authorizing each character to execute a fighting action when the time measured by the time measurement means reaches the time predetermined for the character, wherein the selecting means selects the ability in response to a manual input when the authorizing means authorizes the character to execute the fighting action.
Claim 2
Dependent Claim
158 words
A game apparatus for playing a fighting game between game characters on a display screen, the apparatus comprising: storage means for storing fighting abilities on a per character basis; selecting means for selecting, in response to a manual input, any fighting ability from among the fighting abilities which are stored on a per character basis and are presented on the display screen; display control means which controls the displaying of a fight between the characters, using the fighting ability selected by the selecting means; time measurement means for measuring a duration of time throughout which the display control means controls the displaying of the fight; and authorizing means for authorizing each character to execute a fighting action when the time measured by the time measurement means reaches the time predetermined for the character, wherein the selecting means selects the ability in response to a manual input when the authorizing means authorizes the character to execute the fighting action.
Claim 3
Dependent Claim
40 words
A game apparatus according to one of claim 1 , wherein a magic art is a function of providing a variation to the ability of the character, and the fighting ability stored in the storage means is a magic art.
Claim 4
Dependent Claim
251 words
A game fight processing method for playing a fighting game between game characters on a display screen, the method comprising: a first step for displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a second step for selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in the first step; a third step for registering any fighting abilities, selected in the second step, for a character in response to a manual input; a fourth step for displaying the abilities, registered in the third step, in response to a manual input; a fifth step for selecting any desired ability from among the abilities displayed in the fourth step; a sixth step for controlling the displaying of a fight between the characters using the fighting ability selected in the second step, wherein the sixth step controls the displaying of the fight when any ability is selected in the second step or when any ability is selected in the fifth step; a seventh step for measuring a duration of time throughout which the sixth step controls the displaying of the fight; and an eighth step for authorizing each character to execute a fighting action when the time measured in the seventh step reaches the time predetermined for the character, wherein each of the second step and the fifth step selects the ability in response to a manual input when the eighth step authorizes the fighting action.
Claim 5
Dependent Claim
251 words
A game fight processing method for playing a fighting game between game characters on a display screen, the method comprising: a first step for displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a second step for selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in the first step; a third step for registering any fighting abilities, selected in the second step, for a character in response to a manual input; a fourth step for displaying the abilities, registered in the third step, in response to a manual input; a fifth step for selecting any desired ability from among the abilities displayed in the fourth step; a sixth step for controlling the displaying of a fight between the characters using the fighting ability selected in the second step, wherein the sixth step controls the displaying of the fight when any ability is selected in the second step or when any ability is selected in the fifth step; a seventh step for measuring a duration of time throughout which the sixth step controls the displaying of the fight; and an eighth step for authorizing each character to execute a fighting action when the time measured in the seventh step reaches the time predetermined for the character, wherein each of the second step and the fifth step selects the ability in response to a manual input when the eighth step authorizes the fighting action.
Claim 6
Dependent Claim
28 words
The game fight processing method according to claim 3 , wherein the sixth step controls the displaying of the fight when the second step selects any fighting abilities.
Claim 7
Dependent Claim
37 words
A game fight processing method according to claim 4 , wherein a magic art is a function of providing a variation to the ability of the character, and the beforehand stored fighting ability is a magic art.
Claim 8
Dependent Claim
262 words
A computer readable storage medium storing a program for causing a computer to execute a game fight processing method for playing a fighting game between game characters on a display screen, the program comprising: a first step for displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a second step for selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in the first step; a third step for registering any fighting abilities, selected in the second step, for a character in response to a manual input; a fourth step for displaying the abilities, registered in the third step, in response to a manual input; a fifth step for selecting any desired ability from among the abilities displayed in the fourth step, a sixth step for controlling a fight between the characters using the fighting ability selected in the second step, wherein the sixth step controls the displaying of the fight when any ability is selected in the second step or when any ability is selected in the fifth step; a seventh step for measuring a duration of time throughout which the sixth step controls the displaying of the fight; and an eighth step for authorizing each character to execute a fighting action when the time measured in the seventh step reaches the time predetermined for the character, wherein each of the second step and the fifth step selects the ability in response to a manual input when the eighth step authorizes the fighting action.
Claim 9
Dependent Claim
262 words
A computer readable storage medium storing a program for causing a computer to execute a game fight processing method for playing a fighting game between game characters on a display screen, the program comprising: a first step for displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a second step for selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in the first step; a third step for registering any fighting abilities, selected in the second step, for a character in response to a manual input; a fourth step for displaying the abilities, registered in the third step, in response to a manual input; a fifth step for selecting any desired ability from among the abilities displayed in the fourth step, a sixth step for controlling a fight between the characters using the fighting ability selected in the second step, wherein the sixth step controls the displaying of the fight when any ability is selected in the second step or when any ability is selected in the fifth step; a seventh step for measuring a duration of time throughout which the sixth step controls the displaying of the fight; and an eighth step for authorizing each character to execute a fighting action when the time measured in the seventh step reaches the time predetermined for the character, wherein each of the second step and the fifth step selects the ability in response to a manual input when the eighth step authorizes the fighting action.
Claim 10
Dependent Claim
28 words
The computer readable storage medium according to claim 6 , wherein the sixth step controls the displaying of the fight when the second step selects any fighting abilities.
Claim 11
Dependent Claim
37 words
A computer readable storage medium according to claim 7 , wherein a magic art is a function of providing a variation to the ability of the character, and the beforehand stored fighting ability is a magic art.
Claim 12
Dependent Claim
198 words
A computer data signal embodied in a carrier wave modulated with a program for causing a computer to execute a game fight processing method for playing a fighting game between game characters on a display screen, said carrier wave comprising: a display source code segment comprising displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a selection source code segment comprising selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in said display source code; a control source code segment comprising controlling the displaying of a fight between the characters using the fighting ability selected in said selection source code segment; a measurement source code segment comprising measuring a duration of time throughout which said control source code segment controls the displaying of the fight; and an authorization source code segment authorizing each character to execute a fighting action when the time measured in said measurement source code reaches the time predetermined for the character, wherein said selection source code segment selects the ability in response to a manual input when said authorization source code segment authorizes the fighting action.
Claim 13
Dependent Claim
198 words
A computer data signal embodied in a carrier wave modulated with a program for causing a computer to execute a game fight processing method for playing a fighting game between game characters on a display screen, said carrier wave comprising: a display source code segment comprising displaying, in response to a manual input, fighting abilities which are stored beforehand on a per character basis; a selection source code segment comprising selecting, in response to a manual input, any fighting abilities from among the fighting abilities which are displayed in said display source code; a control source code segment comprising controlling the displaying of a fight between the characters using the fighting ability selected in said selection source code segment; a measurement source code segment comprising measuring a duration of time throughout which said control source code segment controls the displaying of the fight; and an authorization source code segment authorizing each character to execute a fighting action when the time measured in said measurement source code reaches the time predetermined for the character, wherein said selection source code segment selects the ability in response to a manual input when said authorization source code segment authorizes the fighting action.
Claim 14
Dependent Claim
36 words
The computer data signal according to claim 9 , wherein a magic art is a function of providing a variation to the ability of the character, and the beforehand stored fighting ability is a magic art.
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USPTO Annuity & Maintenance Windows
| Annuity Stage | Window Opens | Payment Deadline | Surcharge Period Until | Estimated Fee | Status |
|---|---|---|---|---|---|
| 3.5 Years (Year 4) | 2005-03-11 | 2005-09-10 | 2006-03-12 | $2000.00 | Window Closed / Lapsed |
| 7.5 Years (Year 8) | 2009-03-11 | 2009-09-10 | 2010-03-12 | $3760.00 | Window Closed / Lapsed |
| 11.5 Years (Year 12) | 2013-03-11 | 2013-09-10 | 2014-03-12 | $7700.00 | Window Closed / Lapsed |