US2011312395A1PendingUtilityA1

Computer system and program

Assignee: NAKAMURA TAIRAPriority: Jun 16, 2010Filed: Jun 14, 2011Published: Dec 22, 2011
Est. expiryJun 16, 2030(~3.9 yrs left)· nominal 20-yr term from priority
A63F 13/828A63F 13/26A63F 13/812A63F 13/2145A63F 13/95A63F 2300/5526A63F 2300/8052A63F 13/79A63F 13/69A63F 13/533A63F 13/92
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Claims

Abstract

If a “draft” regulation is defined for each of leagues, all players on original teams owned by all game players are tentatively pooled. One of the players in the pool is selected for each of the teams owned by the game players in turn, and special teams used for only the current league are created.

Claims

exact text as granted — not AI-modified
1 . A computer system for playing a game in which teams owned by game players and including a plurality of characters play against each other, comprising:
 ID storage means for storing object IDs representing IDs uniquely assigned to objects corresponding to the characters;   registration receiving means for receiving a request for registering an object ID for use in a game in response to an input operation performed on a game player terminal;   registration managing means for managing the presence/absence of registration of the object IDs for use so that registration is not allowed if an object ID received from the registration receiving means has already been registered and the registration is allowed if an object ID received from the registration receiving means has not yet been registered;   registration configuring means for causing storage means for storing characters that form each of the teams of the game players to store, as a character of the team, a character corresponding to an object ID registered by the registration managing means;   pooling means for tentatively pooling the characters that form all of the teams stored in the storage means;   team formation updating means for re-creating each of the teams of the game players by selecting each one of the characters from among the characters pooled by the pooling means in turn; and   progress control means for updating ability parameters of the characters of the new teams of the game players to predetermined ability values set for a character having an object ID that does not require registration for use and controlling progress of a game using the new teams of the game players.   
     
     
         2 . The computer system according to  claim 1 , wherein the team formation updating means includes a pick awarding means for sequentially awarding a pick of one of the characters to the teams of the game players in each round while changing a picking order for each round and selecting means for selecting one of the characters in accordance with an instruction to select the character received from the game player who owns the team that is awarded the pick by the pick awarding means. 
     
     
         3 . The computer system according to  claim 2 , further comprising:
 communicating means for communicating with each of game player terminals of the game players;   wherein the selecting means selects one of the characters in accordance with a selection instruction signal transmitted from the corresponding game player terminal, and wherein if the selecting means does not receive a selection instruction signal within a predetermined time limit, the selecting means automatically select one of the characters for the pick.   
     
     
         4 . The computer system according to  claim 3 , further comprising:
 automatic selection instruction receiving means for receiving an automatic selection instruction signal from the game player terminal;   wherein the selecting means automatically selects a character for the game player from which the automatic selection instruction receiving means received the automatic selection instruction signal.   
     
     
         5 . The computer system according to  claim 2 , wherein each of the characters has attributes, and a condition for the number of characters assignable to one team of a game player is defined for each of the attributes, and wherein the selecting means includes selection disabling means for disabling selection of a character that does not satisfy the condition for the number of characters. 
     
     
         6 . The computer system according to  claim 1 , wherein if the same character is assigned to a plurality of teams of the game players, the pooling means pools the character as different characters. 
     
     
         7 . The computer system according to  claim 1 , wherein the pooling means and the team formation updating means are executed after the registration configuring means has created all of the teams of the game players. 
     
     
         8 . The computer system according to  claim 1 , wherein the registration configuring means includes additionally registering means for additionally assigning a character corresponding to an object ID registered for use to a new team of the game player created by the team formation updating means. 
     
     
         9 . A program for causing a computer to play a game in which teams owned by game players and including a plurality of characters play against each other, comprising:
 program code for causing the computer to function as ID storage means for storing object IDs representing IDs uniquely assigned to objects corresponding to the characters, registration receiving means for receiving a request for registering an object ID for use in a game in response to an input operation performed on a game player terminal, registration managing means for managing the presence/absence of registration of the object IDs for use so that registration is not allowed if an object ID received from the registration receiving means has already been registered and the registration is allowed if an object ID received from the registration receiving means has not yet been registered, registration configuring means for causing storage means for storing characters that form each of the teams of the game players to store, as a character of the team, a character corresponding to an object ID registered by the registration managing means, pooling means for tentatively pooling the characters that form all of the teams stored in the storage means, team formation updating means for re-creating each of the teams of the game players by selecting each one of the characters from among the characters pooled by the pooling means in turn, and progress control means for updating ability parameters of the characters of the new teams of the game players to predetermined ability values set for a character having an object ID that does not require registration for use and controlling progress of a game using the new teams of the game players.

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