US 12,465,857 B2
Systems and methods of processing player interactions in a multiplayer virtual game space
Chris Polney, Redmond, WA (US); Kees Luyendijk, Redmond, WA (US); Daisy Pigeon, Redmond, WA (US); Ryan Garvan, Redmond, WA (US); Carlie Olson, Redmond, WA (US); Jonathan Johnson, Redmond, WA (US); Rory Johnston, Redmond, WA (US); Hitomi Koda, Kyoto (JP); and Yoshiaki Koizumi, Kyoto (JP)
Assigned to NINTENDO CO., LTD., Kyoto (JP)
Filed by NINTENDO CO., LTD., Kyoto (JP)
Filed on Sep. 5, 2023, as Appl. No. 18/461,061.
Prior Publication US 2025/0073591 A1, Mar. 6, 2025
Int. Cl. A63F 13/53 (2014.01); A63F 13/44 (2014.01); A63F 13/52 (2014.01); A63F 13/577 (2014.01); A63F 13/69 (2014.01); A63F 13/803 (2014.01); A63F 13/5378 (2014.01)
CPC A63F 13/577 (2014.09) [A63F 13/44 (2014.09); A63F 13/52 (2014.09); A63F 13/69 (2014.09); A63F 13/803 (2014.09); A63F 13/5378 (2014.09)] 20 Claims
OG exemplary drawing
 
1. A computing device for playing a multiplayer video game, the computing device comprising:
at least one hardware processor configured to perform operations comprising:
processing input that has been provided by a user of the computing device;
generating a virtual game space that includes a first track and a plurality of controlled virtual objects that include 1) a plurality that are controlled by other players that participate in the multiplayer video game using other computing devices, and 2) a player-controlled virtual object that is controlled by the user;
based on determination that a collision has occurred between two or more of the plurality of controlled virtual objects, generate a second object and locate the second object on the first track within the virtual game space;
based on controlling the player-controlled virtual object using the input, acquiring the second object for the player-controlled virtual object;
updating a parameter based on acquisition of the second object; and
controlling activation of a timer based on the parameter reaching a threshold amount, wherein when the timer is activated it is set for a length of time that is based on a position of the player-controlled virtual object in the multiplayer video game.