throbber

`
`I 1111111111111111 11111 1111111111 111111111111111 IIIII 111111111111111 IIII IIII
`
`US009079107B2
`
`(IO) Patent No.: US 9,079,107 B2
`
`c12) United States Patent
`(45)Date of Patent:
`
`Jul. 14, 2015
`
`
`Oono
`
`(54)GAME CONTROL METHOD, GAME
`CONTROL DEVICE, AND RECORDING
`MEDIUM
`
`(56)
`
`
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`
`
`
`(71) Applicant: GREE, Inc., Minato-ku, Tokyo (JP)
`
`
`
`
`
`
`
`2011/0124415 Al* 5/2011 Shimono ......................... 463/42
`
`(72)Inventor: Kazuki Oono, Minato-ku (JP)
`
`
`
`
`JP
`JP
`( *) Notice: Subject to any disclaimer, the term ofthis
`
`
`
`
`
`patent is extended or adjusted under 35
`
`
`U.S.C. 154(b) by O days.
`
`FOREIGN PATENT DOCUMENTS
`
`
`11-2445339/1999
`
`2011-110139 6/2011
`
`OTHER PUBLICATIONS
`
`(21)Appl. No.: 14/198,411
`
`
`
`(22) Filed:Mar. 5, 2014
`
`Verified English Translation of Notice of Reasons for Rejection for
`
`
`
`
`
`
`corresponding
`
`
`JP 2013-049388, mailed May 21, 2013, 5pp.
`(Continued)
`
`(65)
`
`
`
`Prior Publication Data
`
`
`
`US 2014/0274401 Al Sep. 18, 2014
`
`Primary Examiner - Omkar Deodhar
`
`
`
`
`
`LLP
`
`(74)Attorney, Agent, or Firm -Christie, Parker & Hale,
`
`(30)
`
`
`
`Foreign Application Priority Data
`
`
`
`
`
`(57)
`
`ABSTRACT
`
`(51)Int. Cl.
`
`
`
`
`Provided is a game control method carried out by a game
`
`
`Mar. 12, 2013 (JP) ................................. 2013-049388
`
`
`
`
`control device connected to communication terminals used
`
`
`
`by users who play a game. The device has a storage unit for
`
`
`Sep. 27, 2013 (JP) ................................. 2013-202682
`
`
`
`
`storing group information indicative of a group consisting of
`
`
`Dec. 19, 2013 (JP) ................................. 2013-262855
`
`
`users and game piece information indicative of game pieces
`
`
`
`constituting one item. The method includes giving a game
`
`piece to each user in accordance with a user operation to
`
`
`
`
`
`his/her communication terminal; storing obtained game piece
`
`
`information indicative of the game piece given to each user in
`
`
`
`
`
`the storage unit; determining whether all of the game pieces
`A63F 131822
`
`
`
`necessary to constitute the one item indicated by the game
`(52)U.S. Cl.
`
`
`
`piece information are given to users constituting a group
`
`
`CPC ............... A63F 13/58 (2014.09); A63F 131795
`
`
`
`indicated by the group information based on the obtained
`
`
`(2014.09); A63F 131822 (2014.09)
`
`
`
`
`game piece information; and giving a reward to users consti­
`
`( 58)Field of Classification Search
`
`
`
`
`
`tuting the group if it is determined that all of the game pieces
`
`CPC ......................................................... A63F 9/24
`are given.
`
`USPC ............................................................ 463/42
`
`See application file for complete search history.
`
`
`11 Claims, 12 Drawing Sheets
`
`A63F 9124
`
`(2006.01)
`
`A63F 13/58(2014.01)
`(2014.01)
`(2014.01)
`
`A63F 131795
`
`20
`COMMUNICATION
`TERMINAL
`30
`
`NETWORK
`,,-50
`
`.../ __ , 1---------------___________
`
`I
`___
`,-- ___ _,__
`---,
`!
`I
`I
`!
`I .-------_._ __ ___......_.
`
`10 !
`I
`COMPUTER I
`�---,------' 40 !
`
`I
`
`
`EXTERNAL STORAGE DEVICE
`
`41 I i
`PROGRAM
`
`
`GAME CONTROL DEVICE
`L_ ______________________________
`I
`
`Supercell
`Exhibit 1001
`Page 1
`
`

`

`US 9,079,107 B2
`
`Page 2
`
`(56)
`
`References Cited
`
`OTHER PUBLICATIONS
`
`Chevalier Saga Tactics, [online], OnlineGamer ixll.Inc., posted on
`
`
`
`
`
`
`Aug. 17, 2012, searched on May 14, 2013, Internet <URL http://
`
`
`www.onlinegamer.jp/news/201208170038/>, 4pp. (Refer to Notice
`
`
`
`
`of Reasons for Rejection mailed on May 21, 2013, regarding priority
`Dai-Ranto! ! Guild Battle G, Famitsumobage, Vol. 2, Enterbrainlnc.,
`
`
`
`
`
`
`
`Japanese application No. 2013-049388 for relevance).
`
`
`Jul. 21, 2011, Weekly FamitsuAug. 25 extra edition, p. 62-63 (5pp.)
`
`
`
`
`(Refer to Notice of Reasons for Rejection mailed on May 21, 2013,
`
`
`regarding priority Japanese application No. 2013-049388 for rel­
`*cited by examiner
`evance).
`
`Supercell
`Exhibit 1001
`Page 2
`
`

`

`U.S. Patent Jul. 14, 2015 Sheet 1 of 12
`
`
`
`US 9,079,107 B2
`
`FIG. 1
`
`20
`
`COMMUNICATION
`TERMINAL
`30
`
`NETWORK
`,.,-50
`
`....L --,
`1---------------___________
`
`
`
`I
`
`I
`
`10
`
`COMPUTER
`40
`
`
`EXTERNAL STORAGE DEVICE
`
`41
`
`PROGRAM
`
`L._ ______________________________
`
`1
`
`
`
`GAME CONTROL DEVICE
`
`FIG.2
`
`50
`
`51
`/
`
`CARD MANAGEMENT 152
`UNIT
`153
`
`DECK CONSTRUCTION
`UNIT
`
`PARAMETER SETTING
`
`UNIT
`
`/54
`
`/42
`
`.,--
`
`-
`
`
`
`STORAGE UNIT
`
`�
`
`--
`
`
`
`GAME CONTROL UNIT
`
`
`
`GAME CONTROL DEVICE
`
`Supercell
`Exhibit 1001
`Page 3
`
`

`

`
`
`U.S. Patent Jul. 14, 2015 Sheet 2 of 12 US 9,079,107 B2
`
`FIG.3
`
`CARD ID HP
`
`ATTACK
`SPEED SKILL
`POWER
`
`10
`CARD 1 100
`
`12 SKILL 1
`
`CARD 2 120 15
`
`8
`
`SKILL 2
`
`.
`
`.
`. . .
`
`.
`.
`.
`
`.
`.
`
`.
`
`.
`
`.
`.
`
`.
`
`.
`
`.
`
`.
`
`FIG.4
`
`ATTACK
`ROBOT ID HP
`SPEED ATTRIBUTE
`POWER
`
`ROBOT 1 300 30 40 INTERMEDIATE
`
`ROBOT 2 290 25 50 LONG
`
`ROBOT 3 320 35 30 SHORT
`
`Supercell
`Exhibit 1001
`Page 4
`
`

`

`
`U.S. Patent Jul. 14, 2015
`Sheet 3 of 12
`
`US 9,079,107 B2
`
`FIG.5
`
`START
`
`S1
`SELECT CHAPTER
`
`
`
`START QUEST
`
`S2
`
`S3
`COMPLETE QUEST
`
`
`S4
`ROBOT BATTLE
`
`S5
`COMPLETE CHAPTER
`
`
`NO
`
`END
`
`FIG. 6
`
`START
`
`S11
`CAUSE EVENT TO OCCUR
`
`S12
`
`CAUSE BATTLE WITH QUEST
`BOSS TO OCCUR
`
`S13
`DISPLAY VICTORY/DEFEAT
`
`
`
`END
`
`Supercell
`Exhibit 1001
`Page 5
`
`

`

`U.S. Patent
`
`US 9,079,107 B2
`Jul. 14, 2015
`Sheet 4 of 12
`
`FIG. 7
`
`START
`
`S21
`
`
`
`DETERMINE BASE CARD CHARACTER
`
`S22
`
`
`DETERMINE COMBINATION CARD
`CHARACTER
`
`S23
`
`
`
`
`
`INCREASE EVOLUTION POINT
`
`NO
`
`S25
`
`
`
`EVOLVE BASE CARD
`
`END
`
`Supercell
`Exhibit 1001
`Page 6
`
`

`

`
`U.S. Patent Jul. 14, 2015
`Sheet 5 of 12
`
`US 9,079,107 B2
`
`FIG. 8
`
`START
`
`S31
`SELECT CARD CHARACTERS
`
`
`
`S32
`
`CONSTRUCT DECK
`
`S33
`
`
`BATTLE PARAMETER SETTING
`PROCESSING
`
`NO
`
`S35
`ROBOT BATTLE IMAGE
`
`
`GENERATION PROCESSING
`
`S36
`
`DISPLAY ROBOT BATTLE IMAGE
`
`
`
`END
`
`Supercell
`Exhibit 1001
`Page 7
`
`

`

`
`U.S. Patent Jul. 14, 2015
`
`Sheet 6 of 12 US 9,079,107 B2
`
`FIG. 9
`
`START
`
`S41
`
`ACQUIRE ROBOT PARAMETER INFORMATION
`
`
`
`S42
`
`ACQUIRE CARD PARAMETER INFORMATION
`
`
`
`S43
`
`
`CALCULATE HP
`
`S44
`
`
`CALCULATE ATTACK POWER
`
`S45
`
`CALCULATE SPEED
`
`S46
`SPECIFY SKILL
`
`
`
`S47
`SET BATTLE PARAMETERS
`
`
`
`END
`
`Supercell
`Exhibit 1001
`Page 8
`
`

`

`
`
`U.S. Patent Jul. 14, 2015 Sheet 7 of 12 US 9,079,107 B2
`
`FIG. 10
`
`START
`
`NO
`
`
`
`
`
`
`
`
`
`GENERATE ATTACKING-FIRST SIDE PRE-BATTLE SKILL ACTIVATION IMAGE
`
`NO
`
`
`
`
`
`
`
`
`
`GENERATE ATTACKING-SECOND SIDE PRE-BATTLE SKILL ACTIVATION IMAGE
`
`NO
`
`GENERATE ATTACKING-FIRST SIDE ATTACK SKILL
`
`
`
`
`
`ACTIVATION IMAGE
`
`S57
`
`
`GENERATE ATTACKING-FIRST SIDE ATTACK IMAGE
`
`
`
`NO
`
`GENERATE
`
`
`
`
`
`
`ATTACKING-SECOND SIDE DEFENSE SKILL ACTIVATION IMAGE
`
`S60
`
`
`GENERATE ATTACKING-SECOND SIDE DAMAGE IMAGE
`
`
`
`Supercell
`Exhibit 1001
`Page 9
`
`

`

`
`U.S. Patent Jul. 14, 2015
`
`Sheet 8 of 12 US 9,079,107 B2
`
`FIG. 11
`
`YES
`
`NO
`
`S63
`
`
`
`GENERATE ATTACKING-SECOND SIDE ATTACK SKILL ACTIVATION IMAGE
`
`
`
`S64
`
`
`GENERATE ATTACKING-SECOND SIDE ATTACK IMAGE
`
`
`
`NO
`
`S66
`
`
`
`
`
`
`
`
`
`GENERATE ATTACKING-FIRST SIDE DEFENSE SKILL ACTIVATION IMAGE
`
`S67
`
`
`GENERATE ATTACKING-FIRST SIDE DAMAGE IMAGE
`
`
`
`S69
`
`
`
`
`GENERATE VICTORY/DEFEAT IMAGE
`
`S70
`
`
`
`
`
`GENERATE ROBOT BATTLE IMAGE
`
`END
`
`Supercell
`Exhibit 1001
`Page 10
`
`

`

`
`U.S. Patent Jul. 14, 2015
`
`Sheet 9 of 12 US 9,079,107 B2
`
`FIG. 12
`
`USER ID GUILD ID
`
`USER 1 GUILD 1
`
`USER 2 GUILD 1
`
`.
`
`. .
`
`.
`
`.
`
`FIG. 13
`
`JEWEL TYPE PIECE ID
`
`APPEARANCE
`PROBABILITY
`
`
`
`JEWEL A A1-A6 PROBABILITY 1
`
`
`
`JEWEL B B1-B6 PROBABILITY 2
`
`
`
`JEWEL C C1 -C6 PROBABILITY 3
`
`D
`JEWEL
`
`1
`Dl, D2:PROBABILITY
`
`D1-D6 D3, D4:PROBABILITY 2
`
`D5,D6:PROBABILITY 3
`
`Supercell
`Exhibit 1001
`Page 11
`
`

`

`U.S. Patent
`
`US 9,079,107 B2
`Jul. 14, 2015
`Sheet 10 of 12
`
`FIG. 14
`
`USER ID PIECE ID
`
`USER 1 D1
`
`USER 2 D4
`
`.
`
`.
`
`.
`
`FIG. 15
`
`LEVEL
`USER ID
`INFORMATION
`
`USER 1
`
`5
`
`USER 2 25
`
`.
`
`.
`
`.
`
`.
`
`.
`
`.
`
`Supercell
`Exhibit 1001
`Page 12
`
`

`

`
`U.S. Patent Jul. 14, 2015
`
`Sheet 11 of 12 US 9,079,107 B2
`
`FIG. 16
`
`START
`
`CAUSE GUILD EVENT TO OCCUR
`
`S81
`
`NO
`
`S83
`
`GIVE GAME PIECE
`
`S84
`STORE OBTAINED GAME PIECE INFORMATION
`
`
`
`NO
`
`S86
`
`END GUILD EVENT
`
`END
`
`Supercell
`Exhibit 1001
`Page 13
`
`

`

`
`U.S. Patent Jul. 14, 2015
`
`Sheet 12 of 12 US 9,079,107 B2
`
`FIG. 17
`
`START
`
`S91
`SPECIFY GAME PIECES OF GUILD MEMBERS
`
`
`
`
`
`NO
`
`S93
`
`
`
`GIVE REWARD TO GUILD MEMBERS
`
`NO
`
`YES
`
`S95
`
`
`
`INVALIDATE GAME PIECES
`
`END
`
`Supercell
`Exhibit 1001
`Page 14
`
`

`

`
`
`US 9,079,107 B2
`
`1
`GAME CONTROL METHOD, GAME
`
`
`CONTROL DEVICE, AND RECORDING
`MEDIUM
`
`2
`it and wins the battle, cooperation among the gu ild members
`
`
`
`
`
`
`
`
`is possible for the guild members to obtain various kinds of
`
`
`
`rewards (for example, characters, items, etc.).
`
`CROSS REFERENCE TO RELATED
`
`APPLICATION
`
`SUMMARY
`
`
`
`TECHNICAL FIELD
`
`In the above-mentioned social game in which a user fights
`
`
`
`
`
`
`
`
`
`This application is a new U.S. patent application Ser. No. a battle with an enemy character with cooperation among the
`
`
`that claims benefit ofJP 2013-049388, filed on Mar. 12, 2013,
`
`
`
`
`guild members, it is profitable for a user to constitute a guild,
`
`
`
`JP 2013-202682, filed on Sep. 27, 2013 and JP 2013-262855,
`
`
`
`
`
`it is possible to obtain, for example, rewards that
`10 because
`
`
`filed on Dec. 19, 2013. The entire contents of JP 2013-
`
`
`camiot be obtained by one user, by constituting a guild.
`
`
`
`049388, JP 2013-202682, and JP 2013-262855 are hereby
`
`
`However, the purpose of the guild in such a case is to win
`
`incorporated by reference.
`
`
`
`of users at a a battle, and therefore, the gu ild tends to consist
`
`
`high level (experts) in the social game. Further, the upper
`15
`
`
`limit is set to the number of guild members in many cases.
`
`
`
`Because of this, it is only possible for a user at a low level
`The present invention relates to a game control method, a
`
`
`
`
`
`
`(beginner) to constitute a guild with users at about the same
`
`
`game control device, and a recording medium.
`
`
`
`
`level as the user, and as a result, there is a possibility that a
`
`
`
`Such circum­20 reward desired by the user camiot be obtained.
`
`
`
`stances cause the motivation for the game of a user at a low
`level to be reduced.
`In recent years, a social game is known which is provided
`
`
`
`That is, for example, a new mechanism that enables a user
`
`
`
`
`
`
`on a social networking service (SNS) and which is played by
`
`
`
`
`to play in cooperation with a plurality ofusers (guild) regard­
`
`
`a user while communicating with another user.
`
`
`
`
`
`less of the level, etc., is necessary in the social game.
`
`
`
`An application program for playing a social game is 25
`
`
`
`
`roughly divided into a native application that is downloaded
`
`
`
`
`An object of the present invention is to provide a game
`
`
`
`
`to a communication terminal, installed on the communication
`
`
`
`control method, a game control device, and a recording
`
`
`
`terminal, and then used, and a web application that runs on a
`
`
`
`medium capable of providing a mechanism in which a plu­
`
`
`web server and is used by a web browser of the communica­
`
`
`rality of users plays in cooperation with one another.
`tion terminal.
`
`
`
`
`
`According to an aspect of the present invention, there is
`30
`
`
`
`The native application is an application that depends on the
`
`
`
`provided a game control method carried out by a game control
`
`
`OS of a communication terminal, such as an iPhone (regis­
`
`
`
`
`device connected to a plurality of communication terminals
`
`
`
`
`
`tered trademark) terminal and an Android (registered trade­
`
`used by each of a plurality of users who play a game so as to
`
`
`
`
`mark) terminal of a smartphone. For example, a server device
`
`
`
`be capable of communicating therewith. The game control
`
`
`
`
`distributes a native application, such as an iPhone application
`35
`
`
`
`
`device has a storage unit for storing group information indica­
`
`
`
`by Objective-Cor an Android application by Java (registered
`
`
`tive of a group consisting of a plurality of users who play the
`
`
`
`trademark), etc., from the platform to each communication
`
`
`
`game and game piece information indicative of a plurality of
`terminal.
`
`
`game pieces constituting one item. This game control method
`
`
`
`
`It is necessary to develop the native application by two
`
`
`includes the steps of giving a game piece to each of the
`
`
`
`Ian-40 kinds of prograniming the programming langu ages, i.e.,
`
`
`
`
`plurality of users in accordance with an operation of the user
`
`
`
`guage "Objective-C" compatible with iPhone terminals and
`
`
`to a communication terminal used by the user, storing
`
`
`
`
`the programming language "Java" compatible with Android
`
`
`obtained game piece information indicative of the game piece
`
`
`
`
`
`terminals. Because of this, it is necessary to make the native
`
`
`
`
`given to each of the plurality of users in the storage unit,
`
`
`
`
`
`application public through an official marketplace after sub­
`
`
`
`
`
`determining whether all of the plurality of game pieces nec­
`
`
`
`jecting the native application to coding processing using a 45
`
`
`
`
`language specific to the platform of communication termi­
`
`
`
`essary to constitute the one item indicated by the game piece
`nals.
`
`
`
`
`information are given to a plurality of users constituting a
`
`
`
`
`On the other hand, it is possible to cross-develop the web
`
`
`group indicated by the group information based on the
`application for both of the platforms based on the languages,
`
`
`
`
`
`
`obtained game piece information stored in the storage unit,
`such as HTML5 (Hyper Text Markup Language 5), Javascript
`
`
`
`
`
`
`50 and giving a reward to a plurality of users constituting a group
`
`
`
`
`
`(registered trademark), andCSS3 (Cascading Style Sheets 3),
`
`
`indicated by the group information in a case where it is
`
`
`
`and it is not necessary to make the web application public
`
`
`
`
`determined that all of the plurality of game pieces are given.
`
`
`
`
`through an official marketplace at the time of disclosure.
`
`
`
`
`
`According to the present invention, it is possible to provide
`
`
`Further, the web application does not depend on the OS of the
`
`
`a mechanism in which a plurality of users plays in coopera-
`terminal.
`55 tion with one another.
`
`
`
`Incidentally, among the above-mentioned social games,
`
`
`
`
`
`
`
`of users (players) group referred to as a gu ild by a plurality
`
`who play the game. In such a social game, it is possible to Other features and advantages of the present optical device
`
`
`
`
`
`
`
`
`
`
`
`
`
`share or communicate information among a plurality of users 60 will be apparent from the ensuing description, taken in con­
`
`the same guild. (gu ild members) constituting
`
`
`
`
`junction with the accompanying drawings, in which:
`
`
`
`
`
`
`
`
`Further, in a social game in which, for example, a user FIG. 1 is a block diagram illustrating a hardware configu­
`
`
`
`
`
`
`
`
`
`fights a battle with an enemy character using various kinds of ration of a network system including a game control device
`
`
`
`
`
`
`
`
`
`
`characters, etc., possessed by the user, it is possible to fight a according to an embodiment of the present invention;
`
`
`
`
`
`
`
`
`
`of the battle with, for example, an enemy character referred to as a FIG. 2 is a block diagram illustrating a configu ration
`65
`
`
`
`
`
`
`
`
`raid boss with cooperation among the guild members. In the main functions of the game control device 50 illustrated in
`
`
`
`
`
`case where a user fights a battle with an enemy character with FIG.1;
`
`BACKGROUND
`
`there is a social game in which it is possible to constitute a BRIEF DESCRIPTION OF THE DRAWINGS
`
`Supercell
`Exhibit 1001
`Page 15
`
`

`

`
`
`US 9,079,107 B2
`
`4
`3
`The game control device 50 according to the present
`
`
`
`
`
`of card FIG. 3 illustrates an example of the data structure
`
`
`
`
`embodiment has a function for providing a card battle game
`
`
`
`
`parameter information stored in the storage unit 42 illustrated
`
`
`
`
`(social game) using, for example, card characters as game
`
`in FIG. 2;
`
`
`
`elements, such as various kinds of characters, to a user via the
`
`
`
`
`FIG. 4 illustrates an example of the data structure of robot
`
`
`
`
`5 communication terminal 20. In the card battle game in the
`
`
`
`
`parameter information stored in the storage unit 42 illustrated
`
`
`
`
`
`present embodiment, it is possible for a user to fight a battle
`
`in FIG. 2;
`
`
`
`via the communication terminal 20 with an enemy character,
`
`
`
`FIG. 5 is a flowchart for explaining an outline of the flow of
`
`
`
`
`such as a non-player character (NPC), by combining a plu­
`
`
`the card battle game in the embodiment;
`
`
`
`
`
`rality of card characters possessed by the user. Further, in the
`
`
`
`FIG. 6 is a flowchart illustrating the processing procedure
`
`
`
`
`10 card battle game in the present embodiment, a mechanism in
`
`
`
`
`
`of the game control device 50 in the case where a quest is
`
`
`
`which the game is played with cooperation among a plurality
`
`
`started in the card battle game in the embodiment;
`
`
`
`of users is provided, as will be described later.
`
`
`
`FIG. 7 is a flowchart illustrating the processing procedure
`
`
`
`
`It is assumed that the card battle game in the present
`
`
`
`
`
`of the game control device 50 at the time of evolving the card
`
`
`
`
`embodiment runs on the game control device (web server) 50
`
`
`
`
`character by combination in the card battle game in the
`
`
`
`
`15 and is implemented by the web application used by the web
`embodiment;
`
`
`
`browser of the communication terminal 20.
`
`
`
`FIG. 8 is a flowchart illustrating the processing procedure
`FIG. 2 is a block diagram illustrating of the a configu ration
`
`
`
`
`
`
`
`
`of the game control device 50 when a robot battle occurs in the
`
`
`
`
`
`main functions of the game control device 50 illustrated in
`
`
`card battle game in the embodiment;
`
`
`
`FIG. 1. As illustrated in FIG. 2, the game control device 50
`
`
`
`FIG. 9 is a flowchart illustrating the procedure of the pro­
`
`
`
`20 includes a card management unit 51, a deck construction unit
`
`
`
`
`
`cessing to set battle parameters performed by the parameter
`
`
`52, a parameter setting unit 53, and a game control unit 54. In
`
`setting unit 53;
`
`
`
`
`the present embodiment, it is assumed that each of these units
`
`
`
`FIG. 10 is a flowchart illustrating the procedure of the
`
`
`
`
`is implemented by the computer 10 illustrated in FIG. 1
`
`
`processing to generate a robot battle image performed by the
`
`
`
`
`
`executing the program 41 stored in the external storage device
`
`game control unit 54;
`
`
`
`25 40. It is possible to distribute the program 41 by storing in
`
`
`
`FIG. 11 is a flowchart illustrating the procedure of the
`
`
`
`
`
`advance in a computer readable recording medium. Further,
`
`
`processing to generate a robot battle image performed by the
`
`
`
`
`the program 41 may be downloaded to the computer 10 via
`
`game control unit 54;
`
`the network 30.
`
`
`
`
`FIG. 12 illustrates an example of the data structure of guild
`Further, the game control device 50 includes a storage unit
`
`
`
`
`
`
`
`
`information stored in the storage unit 42;
`
`
`42. In the present embodiment, the storage unit 42 is accom­
`
`
`
`FIG. 13 illustrates an example of the data structure of game 30
`
`
`
`
`modated, for example, in the external storage device 40.
`
`
`
`piece information stored in the storage unit 42;
`
`
`
`The card management unit 51 has a function for giving
`
`
`
`
`FIG. 14 illustrates an example of the data structure of
`
`
`various kinds of card characters and items used in the above-
`
`obtained game piece information stored in the storage unit 42;
`
`
`
`
`
`mentioned card battle game to a user who plays the card battle
`
`FIG. 15 illustrates an example of the data structure oflevel
`
`
`
`
`
`
`
`35 game in accordance with the progress of the card battle game.
`
`
`
`information stored in the storage unit 42;
`
`
`
`
`It is assumed that to the card characters given by the card
`
`
`
`FIG. 16 is a flowchart illustrating the procedure of the
`
`
`
`
`management unit 51 (i.e., card characters possessed by the
`
`processing to cause a gu ild event to occur performed by the
`
`
`
`
`
`
`user), parameters are set in advance. Further, the card man-
`
`
`
`
`game control device 50 according to the embodiment; and
`
`
`
`agement unit 51 has a function for managing the (information
`
`
`
`
`FIG.17 is a flowchart illustrating the procedure of the guild
`
`
`
`on the) card characters, items, etc., possessed by the user.
`
`
`
`
`event management processing performed by the game control
`40
`
`
`
`The deck construction unit 52 selects a plurality of card
`
`
`
`device 50 according to the embodiment.
`
`
`
`
`characters (first characters) possessed by a user in accordance
`
`
`
`
`with the user's operation to the communication terminal 20.
`
`
`
`The deck construction unit 52 constructs a deck of the user
`
`Hereinafter, with reference to the drawings, an embodi­
`
`
`
`
`45 who plays the card battle game, by using the selected plurality
`
`
`ment of the present invention will be described.
`
`
`
`
`of card characters and robot characters (second characters
`
`
`
`
`
`
`
`FIG. 1 is a block diagram illustrating a hardware configu­possessed by the user) different from the card characters. In
`
`
`
`
`
`
`
`
`ration of a network system (game control system) including a other words, the deck constructed by the deck construction
`
`
`
`
`
`
`
`
`
`
`game control device according to the present embodiment. unit 52 includes a plurality of card characters and robot char­
`
`
`
`
`
`The network system illustrated in FIG.1 mainly includes a 50
`acters.
`
`
`
`
`computer (server computer) 10 and a plurality of communi­
`The robot character is a game element given to a user in
`
`
`
`
`
`
`
`
`cation terminals 20 used by, for example, each of a plurality of
`
`
`advance when, for example, the user plays the card battle
`
`
`users who play a social game. In FIG. 1, only one communi­
`
`
`
`game. It is assumed that, to the robot character, parameters are
`
`
`cation terminal 20 is illustrated for convenience.
`
`
`
`set in advance similarly to the above-mentioned card charac­
`
`
`The plurality of communication terminals 20 is connected
`ter.
`55
`
`
`
`to the computer 10 so as to be capable of communicating
`The parameter setting unit 53 determines the parameters of
`
`
`
`
`
`
`
`therewith via a network 30, for example, such as the Internet.
`
`
`the robot character based on the parameters set to the plurality
`
`
`
`
`It is possible to use, for example,
`
`
`
`
`of card a smartphone, a feature characters and robot characters included in the deck
`
`
`
`
`
`
`phone, a tablet terminal, etc., as the communication terminal constructed by the deck construction unit 52. The parameters
`
`
`
`
`
`
`
`parameters unit 53 are set as the setting 20 and it is assumed that the hardware 60 set by the parameter configu rations specific
`
`
`
`
`
`
`
`
`to the devices, the adopted OS, the installed application pro­for a robot battle of the robot character.
`
`
`grams, etc., range widely.
`
`
`The game control unit 54 has a function for receiving
`
`
`
`
`
`
`
`
`
`The computer 10 is connected to an external storage device operation information indicative of, for example, various
`
`
`
`
`
`40, such as a hard disk drive (HDD). The external storage kinds of operations of a user to the communication terminal
`
`
`
`
`
`
`
`
`
`
`device 40 stores a program 41 executed by the computer 10. 65 20 from the communication terminal 20 and to control the
`
`
`
`
`
`
`
`The computer 10 and the external storage device 40 configure entire progress of the card battle game based on the operation
`
`
`a game control device 50.
`
`information, etc.
`
`DESCRIPTION
`
`Supercell
`Exhibit 1001
`Page 16
`
`

`

`
`
`US 9,079,107 B2
`
`6
`5
`is indicated that the HP of the card character identified by the
`
`
`
`
`
`
`robot character Further, at the time of a battle between the
`
`
`
`to which the above-mentioned robot battle parameters are set
`
`
`
`card ID "2" is 120, the attack power is 15, the speed is 8, and
`
`
`
`
`
`and an enemy character (hereinafter, referred to as a robot
`
`
`the card character has the skill 2.
`
`
`
`
`
`battle), the game control unit 54 controls the battle between
`Explanation is given on the assumption that the card
`
`
`
`
`
`
`the robot character and the enemy character based on the 5
`
`
`
`
`
`parameter information includes parameters of the HP, the
`
`
`robot battle parameters and the parameters set to the enemy
`
`
`
`
`attack power, the speed, and the skill; however, the card
`
`
`
`character. In this case, the game control unit 54 generates an
`
`
`
`parameter information may include other parameters.
`
`
`
`image for displaying the effect of the robot battle and the
`
`
`
`FIG. 4 illustrates an example of the data structure of robot
`
`
`
`outcome of the robot battle (hereinafter, referred to as a robot
`
`
`
`
`parameter information stored in the storage unit 42 illustrated
`
`
`battle image). The robot battle image generated by the game 10
`
`
`
`in FIG. 2.
`
`
`
`control unit 54 is displayed on the communication terminal
`As illustrated in FIG. 4, the robot parameter information
`
`
`
`
`
`20 via the network 30.
`
`
`
`includes HP, attack power, speed, and (a parameter of)
`
`
`
`Further, the game control unit 54 causes an event to occur
`
`
`attribute associated with a robot ID. The robot ID is an iden-
`
`for a group referred to as a guild consisting of a plurality of
`
`
`
`
`
`
`the attack15 tifier for identifying the robot character. The HP,
`
`
`users to play with cooperation among the users in the group
`
`
`power, and the speed are the same as those included in the
`
`
`
`(hereinafter, referred to as a guild event). In the case where the
`
`
`
`above-described card parameter information, and therefore,
`
`
`
`
`
`guild event occurs, it is possible for the plurality of users
`
`
`
`detailed explanation thereof is omitted here. The attribute
`
`
`
`constituting the guild to obtain various kinds of rewards ( e.g.,
`
`
`
`
`
`indicates the attribute allocated to the robot character identi-
`
`
`
`
`card character, item, etc.) by satisfying conditions determined
`
`
`distance 20 fled by the robot ID and includes, for example, a long
`
`in advance in the guild event.
`
`
`
`type, an intermediate distance type, a short distance type, etc.
`
`
`
`In the storage unit 42, various kinds of information neces­
`
`
`
`In the example illustrated in FIG. 4, the robot parameter
`sary to control (advance) the card battle game are stored.
`
`
`
`
`
`
`
`information includes the HP "300", the attack power "30", the
`
`
`
`
`Specifically, in the storage unit 42, parameter information
`
`
`
`speed "40", and the attribute "intermediate" associated with
`
`
`
`including the parameters set in advance to the various kinds of
`
`
`
`
`the robot ID "1 ". According to this, it is indicated that the HP
`
`
`
`card characters used in the above-mentioned card battle game 25
`
`
`
`
`of the robot character identified by the robot ID "1" is 300, the
`
`
`
`
`(hereinafter, referred to as card parameter information) and
`
`attack power is 30, the speed is 40, and the ( attribute of the)
`
`
`
`parameter information including the parameters set in
`
`
`
`
`robot character is the intermediate distance type.
`
`
`
`
`
`advance to the robot characters (hereinafter, referred to as
`
`
`
`Further, the robot parameter information includes the HP
`
`
`
`
`robot parameter information) are stored in advance. In the
`
`
`
`"290", the attack power"25", the speed "50", and the attribute
`
`
`
`case where a new card character or robot character, etc., is 30
`
`
`
`
`"long" associated with the robot ID "2". According to this, it
`
`
`added as a new game element of the card battle game, the
`
`
`
`
`is indicated that the HP of the robot character identified by the
`
`
`
`
`
`parameter information, etc., stored in the storage unit 42 is
`
`
`
`
`robot ID "2" is 290, the attack power is 25, the speed is 50, and
`updated.
`
`
`
`
`
`the ( attribute of the) robot character is the long distance type.
`
`
`
`Further, in the storage unit 42, guild information indicative
`
`
`
`
`Furthermore, the robot parameter information includes the
`
`
`
`
`of the above-mentioned guild consisting of a plurality of users 35
`
`
`HP "320", the attack power "35", the speed "30", and the
`
`
`
`
`(group information), information on guild events, informa­
`
`
`
`
`attribute "short" associated with the robot ID "3". According
`
`
`
`
`tion on card characters, items, etc., possessed by a user who
`
`
`
`to this, it is indicated that the HP of the robot character
`
`
`
`plays the card battle game, and information on the user are
`
`
`
`identified by the robot ID "3" is 320, the attack power is 35,
`stored.
`
`
`the speed is 30, and the (attribute of the) robot character is the
`
`
`
`
`FIG. 3 illustrates an example of the data structure of card 40
`
`short distance type.
`
`
`
`
`parameter information stored in the storage unit 42 illustrated
`In the card battle game in the present embodiment, it is
`
`
`
`
`
`in FIG. 2.
`
`
`
`As illustrated in FIG. 3, the card parameter
`
`
`assumed information that, for example, three kinds of robot characters
`
`includes HP (hit point), attack power, speed,
`
`
`(robot and ( a parameter characters identified by the robot IDs "1" to "3") are
`
`
`
`
`
`
`
`
`
`of) skill associated with a card ID. The card ID is an identifier 45 prepared in advance, as illustrated in FIG. 4, and a robot
`
`
`
`
`
`
`
`
`
`for identifying the card character. The HP is a numerical value character selected by a user is given to the user at the time of
`
`
`
`
`
`
`
`
`
`expressing resistance of the card character identified by the initial registration, etc., to the card battle game. Due to this, it
`
`
`
`
`
`
`card ID against damage by the attack of an enemy character. is possible for the user to fight the above-mentioned robot
`
`
`
`
`
`
`
`
`
`
`When the HP becomes 0, for example, it is no longer possible battle in the card battle game in the present embodiment. It is
`
`
`
`
`
`
`
`to fight a battle and the user is defeated in the battle. The 50 possible to cause each of the three kinds of robot characters
`
`
`
`
`
`
`
`
`attack power is a numerical value expressing an ability related illustrated in FIG. 4 to have such characteristics that, for
`
`
`
`to the attack on an enemy character and affects
`
`
`
`
`
`example, damage the attribute of the robot character is superior to one
`
`inflicted on the enemy character.
`
`
`
`of the other The speed is a numerical two attributes; however, inferior to the other
`
`
`
`
`
`
`attribute. value that affects the order of attack, etc., for example, at the
`time of a battle with an enemy character. The skill brings In FIG. 3 and FIG. 4, among the pieces of information
`
`
`
`
`
`55
`
`
`
`
`
`
`
`
`
`about a predetermined effect in a battle with an enemy char­stored in the storage unit 42, the card parameter information
`
`
`
`
`
`
`
`
`
`acter and includes, for example, attack skill, defense skill, and the robot parameter information are explained, and
`
`
`
`
`
`
`
`pre-attack skill, etc., as will be described later. details of the other pieces of information will be described
`
`
`
`
`In the example illustrated in FIG. 3, the card parameter later.
`information includes the HP "100", the attack power" 1 0", the 60 Hereinafter, with reference to the flowchart in FIG. 5, an
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`speed "12", and the skill "skill I" associated with the card ID outline of the flow (main cycle) of the card battle game in the
`
`
`
`
`
`
`
`
`
`
`"1". According to this, it is indicated that the HP of the card present embodiment is explained. The object of the card battle
`
`
`
`
`
`
`
`
`
`
`
`character identified by the card ID "1" is 100, the attack power game in the present embodiment is, for example, to obtain a
`
`
`
`
`
`is 10, the speed is 12, and the card character has the skill 1. card ( character and item) of high rarity value by searching for
`
`
`
`
`
`
`
`
`
`
`Similarly, the card parameter information includes the HP 65 a search object ( e.g., a planet, etc.) referred to as a chapter by
`
`
`
`
`
`
`"120", the attack power "15", the speed "8", and the skill a user (player). It is assumed that a quest is set in advance in
`
`
`
`
`
`"skill 2" associated with the card ID "2". According to this, it the chapter.
`
`Supercell
`Exhibit 1001
`Page 17
`
`

`

`
`
`US 9,079,107 B2
`
`8
`
`7
`
`
`When the card battle game in the present embodiment is
`It is assumed that the battle with an enemy character and
`
`
`
`
`
`
`
`chapters started, on the communication terminal 20, a list of
`
`
`the battle with the quest boss in the battle event described
`
`that a user can search for is displayed.
`
`above are played by using, for example, one of the plurality of
`
`
`
`
`
`It is possible for a user to select a chapter by operating the
`
`
`
`
`card characters (hereinafter, referred to as a leader card char-
`
`
`
`communication terminal 20 used by the user (step Sl).
`
`
`
`
`5 acter) possessed by the user, different from the above-de­
`
`
`
`
`In the case where a chapter is selected by the user, a search
`
`
`
`scribed robot battle. Specifically, the game control unit
`54
`
`
`
`
`image of the selected chapter is displayed on the communi­
`
`
`
`
`
`controls the battle between the leader card character and an
`
`
`
`
`is started in the chapter cation terminal 20 and the quest set
`
`
`
`
`enemy character or between the leader card character and the
`(step S2).
`
`
`
`
`quest boss, based on the parameters set to the leader card
`
`
`
`
`When the quest is s

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