The lawsuit's for about $150,000. Palworld's made over $130,000,000 in its first 4 days so the lawsuit's for 1/867 of what Palworld made in the first 4 days.
Specific claims of the capture patent, translated from Japanese. The patent description is too long to post.
On the computer,
when a first category group including a plurality of types of capture items for capturing a field character arranged on a field in a virtual space is selected based on an operation input of pressing an operation button, the player character in the virtual space is made to take a stance to release the capture item, and when a second category group including a plurality of types of combat characters that engage in combat is selected, the player character in the virtual space is made to take a stance to release the combat character;
determining a direction of aim within the virtual space based on a directional input;
further selecting, based on an operation input using an operation button different from the operation button , the capture item included in the first category group when the first category group is selected, and the combat character included in the second category group when the second category group is selected;
based on an operation input of releasing the operation button that has been pressed when causing the player character to perform the ready action , when the capture item is selected, the player character is caused to perform an action of releasing the selected capture item in the aiming direction, and when the combat character is selected, the player character is caused to perform an action of releasing the selected combat character in the aiming direction;
when the capture item is released and hits the field character, a capture success determination is made as to whether or not the capture is successful;
When the capture success determination is affirmative, the field character hit by the capture item is set to a state in which the field character is owned by the player;
The game program causes a battle between the combat character and the field character on the field to commence when the combat character is released into a location where the combat character can fight with the field character. The game program of claim 1, which causes the computer to display a first sight when the first category group is selected, and a second sight with a different display mode from the first sight when the second category group is selected. The game program according to claim 2, further comprising causing the computer to display an indicator indicating the likelihood of making a positive judgment on the capture success judgment for the field character when the first aim is set to a position overlapping the field character. The game program according to any one of claims 1 to 3, wherein the computer changes the likelihood of successful capture based on the capture success determination according to the type of capture item. The game program according to any one of claims 1 to 4, further comprising causing the computer to start a battle with the field character if the capture success determination indicates a failure to capture. The game program according to any one of claims 1 to 5, further comprising: when the combat character is released into a location on the field where a collection object indicating that an item can be acquired is located, the computer causes the combat character to perform a predetermined action on the collection object. On the computer,
when a first category group including a plurality of types of capture items for capturing a field character arranged on a field in a virtual space is selected based on an operation input of pressing an operation button, the player character in the virtual space is made to take a stance to release the capture item, and when a second category group including a plurality of types of combat characters that engage in combat is selected, the player character in the virtual space is made to take a stance to release the combat character;
determining a direction of aim within the virtual space based on a directional input;
further selecting, based on an operation input using an operation button different from the operation button , the capture item included in the first category group when the first category group is selected, and the combat character included in the second category group when the second category group is selected;
based on an operation input of releasing the operation button that has been pressed when causing the player character to perform the ready action , when the capture item is selected, the player character is caused to perform an action of releasing the selected capture item in the aiming direction, and when the combat character is selected, the player character is caused to perform an action of releasing the selected combat character in the aiming direction;
when the capture item is released and hits the field character, a capture success determination is made as to whether or not the capture is successful;
When the capture success determination is affirmative, the field character hit by the capture item is set to a state in which the field character is owned by the player;
The game processing method includes, when the combat character is released into a location where combat with the field character is possible, starting a battle on the field between the combat character and the field character. The game processing method according to claim 7, wherein the computer displays a first sight when the first category group is selected, and a second sight with a different display mode from the first sight when the second category group is selected. The game processing method according to claim 8, further comprising causing the computer to display an indicator indicating the likelihood of making a positive judgment of the capture success judgment for the field character when the first aim is set to a position overlapping the field character. A game processing method according to any one of claims 7 to 9, in which the computer varies the likelihood of successful capture in the capture success determination according to the type of capture item. The game processing method according to any one of claims 7 to 10, further comprising causing the computer to start a battle with the field character if the capture success determination indicates a failure to capture. The game processing method according to any one of claims 7 to 11, further comprising the computer causing the combat character to perform a predetermined action on the collection object when the combat character is released into a location on the field where a collection object indicating that an item can be acquired is located. A gaming system having a processor,
The processor,
when a first category group including a plurality of types of capture items for capturing a field character arranged on a field in a virtual space is selected based on an operation input of pressing an operation button, the player character in the virtual space is made to take a stance to release the capture item, and when a second category group including a plurality of types of combat characters that engage in combat is selected, the player character in the virtual space is made to take a stance to release the combat character;
determining a direction of aim within the virtual space based on a directional input;
further selecting, based on an operation input using an operation button different from the operation button , the capture item included in the first category group when the first category group is selected, and the combat character included in the second category group when the second category group is selected;
based on an operation input of releasing the operation button that has been pressed when causing the player character to perform the ready action , when the capture item is selected, the player character is caused to perform an action of releasing the selected capture item in the aiming direction, and when the combat character is selected, the player character is caused to perform an action of releasing the selected combat character in the aiming direction;
when the capture item is released and hits the field character, a capture success determination is made as to whether or not the capture is successful;
When the capture success determination is affirmative, the field character hit by the capture item is set to a state in which the field character is owned by the player;
When the combat character is released into a location where combat with the field character is possible, a battle between the combat character and the field character on the field is started in the game system. The game system of claim 13, wherein the processor displays a first sight when the first category group is selected, and a second sight that has a different display mode from the first sight when the second category group is selected. The game system according to claim 14, wherein the processor further displays an indicator indicating the likelihood of making a positive judgment of the capture success judgment for the field character when the first aim is set to a position overlapping the field character. A game system according to any one of claims 13 to 15, wherein the processor changes the likelihood of successful capture based on the capture success determination according to the type of capture item. The game system according to any one of claims 13 to 16, wherein the processor further starts a battle with the field character if the capture success determination indicates a failure to capture. The game system according to any one of claims 13 to 17, wherein the processor further causes the combat character to perform a predetermined action on a collection object when the combat character is released into a location on the field where a collection object indicating that an item can be acquired is located. A gaming device including a processor,
The processor,
when a first category group including a plurality of types of capture items for capturing a field character arranged on a field in a virtual space is selected based on an operation input of pressing an operation button, the player character in the virtual space is made to take a stance to release the capture item, and when a second category group including a plurality of types of combat characters that engage in combat is selected, the player character in the virtual space is made to take a stance to release the combat character;
determining a direction of aim within the virtual space based on a directional input;
further selecting, based on an operation input using an operation button different from the operation button , the capture item included in the first category group when the first category group is selected, and the combat character included in the second category group when the second category group is selected;
based on an operation input of releasing the operation button that has been pressed when causing the player character to perform the ready action , when the capture item is selected, the player character is caused to perform an action of releasing the selected capture item in the aiming direction, and when the combat character is selected, the player character is caused to perform an action of releasing the selected combat character in the aiming direction;
when the capture item is released and hits the field character, a capture success determination is made as to whether or not the capture is successful;
When the capture success determination is affirmative, the field character hit by the capture item is set to a state in which the field character is owned by the player;
When the combat character is released into a location where combat with the field character is possible, a battle between the combat character and the field character on the field is started.