US 12,409,387 B2
Non-transitory computer-readable storage medium having stored therein game program, game system, information processing apparatus, and information processing method
Kazumasa Iwao, Tokyo (JP)
Assigned to Nintendo Co., Ltd., Kyoto (JP); and The Pokémon Company, Tokyo (JP)
Filed by Nintendo Co., Ltd., Kyoto (JP); and The Pokémon Company, Tokyo (JP)
Filed on May 2, 2024, as Appl. No. 18/652,883.
Application 18/652,883 is a continuation of application No. 17/949,831, filed on Sep. 21, 2022, granted, now 12,246,255.
Claims priority of application No. 2021-208276 (JP), filed on Dec. 22, 2021.
Prior Publication US 2024/0286040 A1, Aug. 29, 2024
This patent is subject to a terminal disclaimer.
Int. Cl. A63F 13/56 (2014.01); A63F 13/577 (2014.01); A63F 13/58 (2014.01)
CPC A63F 13/56 (2014.09) [A63F 13/577 (2014.09); A63F 13/58 (2014.09)] 23 Claims
OG exemplary drawing
 
1. A non-transitory computer-readable storage medium having stored therein a game program causing a computer of an information processing apparatus to provide execution comprising:
controlling a player character in a virtual space based on a first operation input;
in association with selecting, based on a selection operation, a boarding character that the player character can board and providing a boarding instruction, causing the player character to board the boarding character, selected based on the selection operation, and bringing the player character into a state where the player character can move, wherein
the boarding character is selected among a plurality of types of characters that the player character owns, and
the player character is configured to capture a character based on interaction with the character in the virtual space, and the captured character becomes owned in association with the player character;
while the player character is in the air and in association with providing a second operation input different from the boarding instruction, causing the player character to board an air boarding character and bringing the player character into a state where the player character can move in the air; and
while the player character is aboard the air boarding character, moving the player character, aboard the air boarding character, in the air based on a third operation input.