Game apparatus, method of processing game, game execution method, and game system
Abstract
This record has no abstract on file.
Term
No projected expiry on record.
- Priority
- Filed
- Published
- Today
31 claims: 9 independent, 22 dependent
- 1CLAIMS REIVINDICAÇÕES 4 4 4 «· 4 4 4 «· 1. Game apparatus comprising:1. Aparelho de jogo compreendendo: advance device to continue and advance a racing game involving a plurality of vehicles regardless of whether players are present or not;dispositivo de avanço para continuar e avançar um jogo de corrida envolvendo uma pluralidade de veículos independente de se os jogadores estão presentes ou não;dispositivo de seleção para a seleção por um jogador de um entre a dita pluralidade de veículos;selection device for the selection by a player of one among said plurality of vehicles;control transfer device for transferring control of a selected vehicle to a player;and control termination device for terminating control by said player when said selected vehicle has met certain conditions. dispositivo de transferência de controle para transferir o controle de um veiculo selecionado para um jogador;e dispositivo de término de controle para terminar o controle pelo dito jogador quando o dito veiculo selecionado tiver satisfeito certas condições.
- 2Game apparatus comprising:2. Aparelho de jogo compreendendo: advance device to automatically advance a game, following a predetermined program and automatically control a plurality of objects;dispositivo de avanço para automaticamente avançar um jogo, seguindo um programa predeterminado e automaticamente controlar uma pluralidade de objetos;dispositivo de seleção para permitir que um jogador selecione um entre uma pluralidade de objetos;selection device to allow a player to select one from a plurality of objects;control transfer device for transferring control of said object selected by said player to said player;and control termination device to terminate control by said player when said selected object has met certain conditions. dispositivo de transferência de controle para transferir o controle do dito objeto selecionado pelo dito jogador para o dito jogador;e dispositivo de término de controle para terminar o controle pelo dito jogador quando o dito objeto selecionado tiver satisfeito certas condições.
- 4Gambling apparatus, according to the reMn ($ $ bad / price) This advance device comprises the device for changing the environmental condition to change the environmental conditions as the game progresses. 4. Aparelho de jogo, de acordo com a reMn(íi$l má/príSé í o dito dispositivo de avanço compreende o dispositivo de alteração de condição ambiental para alterar as condição ambientais a medida que o jogo avança.
- 14Game processing method that perpetuates a racing game, regardless of the presence or absence of players, comprising:14. Método de processamento de jogo que perpetua um jogo de corrida, independente da presença ou ausência de jogadores, compreendendo: a selection step by which players select vehicles from a plurality of vehicles during a race;uma etapa de seleção pela qual os jogadores selecionam os veículos de entre uma pluralidade de veículos durante uma corrida;a junction step by which players join said race using said selected vehicle;uma etapa de junção pela qual os jogadores se unem a dita corrida usando o dito veículo selecionado;a stage of perpetuation of the game that perpetuates said racing game with said plurality of vehicles that includes said selected vehicles;and a game ending stage that ends said game when said selected vehicles have met prescribed conditions. uma etapa de perpetuação do jogo que perpetua o dito jogo de corrida oom a dita pluralidade de veículos que inclui os ditos veículos selecionados;e uma etapa de término do jogo que termina o dito jogo quando os ditos veículos selecionados tiverem satisfeito condições prescritas.
- 20Game system comprising:20. Sistema de jogo compreendendo: a plurality of game devices, each comprising an image processor to generate the game screens;and a communications controller that is connected to said image processor and that performs the control while communicating with other equipment;and connecting device for connecting said communication controllers of said plurality of gaming devices;uma pluralidade de aparelhos de jogo, cada um compreendenum processador de imagem para gerar as telas do jogo;e um controlador de comunicações que está conectado ao dito processador de imagem e que executa o controle enquanto se comunicando com outro equipamento;e dispositivo de conexão para conectar os ditos controladores de comunicações da dita pluralidade de aparelhos de jogo;onde cada um dos ditos aparelhos de jogo é um aparelho de jogo citado em qualquer uma das reivindicações a partir da reivindicação 1 até a reivindicação 13. wherein each of said gaming devices is a gaming device referred to in any of the claims from claim 1 to claim 13.
- 25Recording medium, in which the procedures for making the processors work as one or the other of the said devices mentioned in claim 1 through claim 13, namely the ·· «·· · · · · · ϊ said recording device, are recorded advance, the selection device, t> dfep '<éíivóandbe:oõn /: H trolley and the control termination device. 25. Meio de gravação, no qual são gravados os procedimentos para fazer com que os processadores funcionem oomo um ou outro dos ditos dispositivos citados na reivindicação 1 até a reivindicação 13, a saber o ··«·· · · · · · ϊ dito dispositivo de avanço, o dispositivo de seleção, t>dfep’<éíivóebe:oõn/: H trole e o dispositivo de término de controle.
- 26Game system comprising:26. Sistema de jogo compreendendo: dispositivo de execução do jogo para habilitar uma pluralidade de jogadores a unirem-se e competir em um jogo comum;game execution device to enable a plurality of players to come together and compete in a common game;dispositivo de execução de pseudo-jogo para permitir que outros jogadores artificialmente unam-se a um jogo em progresso quando existem tais outros jogadores para unirem-se a tal jogo em progresso;pseudo-game execution device to allow other players to artificially join a game in progress when there are such other players to join such a game in progress;dispositivo de estabelecimento de jogador que, quando a competição de um certo escopo em um jogo foi concluída, reflete os resultados da competição para este jogo e automaticamente estabelece uma nova pluralidade de jogadores para os quais os ditos outros jogadores foram adicionados;e dispositivo de perpetuação de jogo para fazer com que a dita automaticamente estabelecida pluralidade de jogadores automaticamente participem no dito jogo e para perpetuar o dito jogo. player establishment device which, when the competition for a certain scope in a game has been completed, reflects the competition results for that game and automatically establishes a new plurality of players to which said other players have been added;and game perpetuation device to cause said automatically established plurality of players to automatically participate in said game and to perpetuate said game.
- 30Game system, according to the claim * 2Ô,:anctéÍQ *: said certain scope of said driving game is a scope where a closed path, from beginning to end, is rotated a prescribed number of times, in the virtual game space of said driving game. 30. Sistema de jogo, de acordo com a reivÍFÍdíêaJâo*2Ô,:ânctéÍQ*: dito certo escopo do dito jogo de direção é um escopo onde um trajeto fechado, do início ao fim, é rodado um número prescrito de vezes, no espaço de jogo virtual do dito jogo de direção.
- 31Game execution method with which a plurality of players can participate in a competitive way and a common game;31. Método de execução de jogo com o qual uma pluralidade de jogadores podem participar de forma competitiva e um jogo comum;quando outros jogadores unem-se ao dito jogo enquanto ele está em progresso, os ditos outros jogadores são levados a participar artificialmente no dito jogo em progresso;when other players join said game while it is in progress, said other players are made to participate artificially in said game in progress;quando um certo escopo da competição no dito jogo foi concluído no espaço do jogo, os resultados deste jogo de competição são refletidos e uma nova pluralidade de jogadores para os quais os ditos outros jogadores foram adicionados e automaticamente estabelecida;when a certain scope of the competition in said game has been completed in the game space, the results of this competition game are reflected and a new plurality of players for whom said other players have been added and automatically established;esta pluralidade de jogadores automaticamente estabelecida é automaticamente levada a unir-se ao dito jogo;e este jogo é perpetuado. this plurality of players automatically established is automatically led to join the said game;and this game is perpetuated.
Independent claims9
391 paragraphs in 6 sections, as filed
(54) Title: Game apparatus, game processing method, game execution method 'and game system.
(30) Unionist Priority: 10/9/1990 jp 0/200477; 10/05/1997 jp * 9/126546 (71) Depositor (s): Sega Entreprises Ltd (JPj (72) Investor (s): Manabu Washio.Hiroyuki Izuno.Narito Senzawa (74) Attorney: Dannemann, Siemsen. Bigler & Ipanema Moreira (86) International Application: pct jp 97/00050 of 10/9/1997 (87) International Publication: wo 90/15329 of 16/04/1998 (57) Abstract: Patent of Invention: “GAME APPLIANCE, METHOD GAME PROCESSING SYSTEM GAME EXECUTION METHOD AND GAME SYSTEM. One object is to provide a type of free entry to the racing game device with which a player can join at any time, this is a racing game that simulates a resistance race in which several vehicles run for a long period of time. time. The vehicles are continuously running on the track (ST 1), whose number a player selects any vehicle at his will (ST 3) and joins the race in progress (ST 4.5). The game is ended on the basis of either a passing account indicating the number of cars passed (or passed by) (ST 6), or in a time limit (ST 7).
<img file="BR9706830A_D0001.tif" />
ST10
Descriptive Report on the Patent of Inveflnçêb pâfâ '' APPARATUS *
OF GAME, METHOD OF PROCESSING OF GAME, METHOD OF
GAME EXECUTION AND GAME SYSTEM<sup>11</sup>.
BACKGROUND OF THE INVENTION
1. Field of the Invention
This invention relates to a game processing method, a game apparatus and a game execution method. More specifically, it concerns processing for games such as driving games (car racing) in which an object such as a car is moved on a monitor screen in response to a player's manipulation. It also concerns a game system and a game method for driving a driving game (car racing), for example, comprising a plurality of consoles interconnected via a communications device, through which a plurality of players compete with each other between the consoles.
2. Description of the Related Art
With the advances made in computer graphics technology in recent years, image processing devices have been proposed to provide various types of images. Among these devices are those used in so-called TV game devices, such as racing games, shooting games, simulation games and action games.
Whether these gaming devices are used at home or in the office, there is a demand for displaying images more vividly and realistically. In general, game devices comprise a main unit of the game device having a built-in computer for running previously stored game programs, a controller for sending control signals to the computer to issue motion commands to objects represented in the game, a monitor to display the images associated with the game's development as the game program is executed by the computer and an audio unit to generate audio to accompany the game's development.
In recent gaming devices, in order to make screens with the highest quality and powerful, the irrtãgárn-éão âefínid * ô * s'ferrí virtual three-dimensional coordinate space to position objects (player characters<sup>1</sup> or player triggers<sup>1</sup>) and background items, etc., and to display the scenes that are viewed from the prescribed viewpoints.
The game devices that handle driving games (car racing games) constitute a field between the game sets configured in this way, and among efes, in turn, are the competition games in which a plurality of players participate and compete by positions.
In existing competition games, however, like driving games, it has been impossible to enter the game once it has already started. In a system support communication between a plurality of gaming devices that are interconnected, for example, a demonstration is first shown to attract participants. Seeing this, multiple players start the game simultaneously and bet their skills against each other. The general rule with gaming devices such as this is that the game must be started simultaneously for the plurality of players to reasonably compete for positions. For example, if four people have first started playing a game in the normal way, and then a friend approaches them, he or she will not be able to participate in the game that has already started. Therefore, conventional gaming devices, while gaining their communications capabilities, can only support the game among a circle of friends and does not perform the role of true communications that would allow gaming by an indefinite number of people.
In existing driving games, moreover, the method used to determine that a game is over is a time-out control system that ends the game if the route has not ended within a certain period of time. This time-out system is mainly suitable for single installations. Is it not always suitable, in terms of game interest, in multiplayer implementations in which an indefinite number of players can enjoy the game using? ¢: ί; Si ·; 3Π a plurality of gaming devices that support infefcommunications. * With the time expiration system, for example, the decision to extend the game or not is left to the player in front, so that players following can only aim for the front position in a race although not knowing when the race should end. When this is the case, patterns can be developed in which a game is continued regardless of the players' will, or it may be impossible to reach the front position due to a spontaneous accident that occurs regardless of the player's relative (technical) skill, with the game then being finished regardless of the players' will.
The present invention was planned in order to solve the problem mentioned above, and an objective of this is to provide a method of game processing and a game device with which players can associate at any time and with which the development of the game. game is predicated on the skill and luck of the players themselves, so that improper game ends can be eliminated.
As already mentioned, in conventional competition games, such as driving games, for example, it is not possible for a player to come together after the game has already started. In a gaming system capable of communications where a plurality of gaming devices are interconnected, a demonstration is first shown to attract participants. Seeing this, a plurality of players start the game simultaneously and bet their skills against each other. Usually, with such a game system, the game is started with a simultaneous start. Therefore, if, for example, four people start the competitive game via communications, and then another participant arrives, this other participant cannot join the game that is already in progress. He or she must wait for the competitive game in progress to end before joining the competitive game.
In this competitive game, in the case of a driving game, the method adopted to determine that a game has ended is the timeout control system that ends a game if a prescribed course is not completed within a certain time. When a game ends up meeting this condition, the positions of the race, etfc., Èão'exibrdas. Neèta 'conjuncture, new participants can join the game (or replace players who lost), so the competitive game based on communications is restarted with a new plurality of players. In other words, when the communication-based game is to be continued, the stages of ending the game, adding (replacing) new participants and restarting the game, in that order, between one game and the next, are necessary. It was hoped that the excitement and interest in the competitive game could be extinguished by this time in between.
In addition, in a conventional driving game, new participants are asked (determined) every time a game ends, so that a player who won first in the last game has little sense of survivor. In other words, there is no continuity of the game where the results of the previous games are automatically reflected by the system. Therefore, a skilled player can do nothing but keep making the highest scores in the game, one at a time. This can highly diminish the person's interest in the game.
An objective of the present invention, which was designed in order to solve the aforementioned problems, is to provide a multiplayer competition game system with free entry and a method of playing the game with which other players can join (enter ) in a competitive game based on communications at any time, the time between one game and the next is eliminated so that multiple games can be played in continuity and the results of the game are handled so that the results of the previous games are automatically reflected in the successive games.
SUMMARY OF THE INVENTION
A game apparatus in accordance with the present invention comprises an advance device for continuing and advancing a racing game involving a plurality of vehicles regardless of whether or not the players are present; a selection device for the selection by a player of one among the plurality of vehicles; an alternative control device for changing the control of a mobile object sèlediõnaclc / páfâ ú * m * player; and a control termination device to terminate control by the player when the selected vehicle has met certain conditions.
This type of race includes car racing, sea racing, airplane racing and space vessel racing, etc. The race is automatically perpetuated by a CPU, for example, and a player can join the race whenever he or she wishes. Consequently, it is possible for a game to be always in progress, regardless of the presence or absence of players, so that new situations can be continuously enjoyed.
A game apparatus, according to the present invention, comprises a advance device to automatically advance a game, following a predetermined program and automatically control a plurality of objects; a selection device to allow a player to select one from a plurality of objects; a control switching device for changing control of the object selected by the player to the player; and a control termination device to terminate control by the player when the selected object has met certain conditions.
This type of game includes battle games with no time restrictions and war simulation games, etc. In the case of a racing game, moreover, this should extend to situations where a racing machine is making a pit stop, for example.
A game device, according to the present invention, is such that said advance device comprises: parameter change device to change the performance parameters of the vehicle or object as time passes; refueling device to move the selected vehicle or object, by the player's control, to a position designated for the purpose of restoring performance parameters; and reinstallation device to reinstall the vehicle or object after the performance parameters have been restored.
In a real car race, for example, there are pit stops and • * · * *; s:: ί · '<j S? %: s here these are incorporated into the game. As the distance that a vehicle travels continues, there is a degradation of several performance factors. These situations are also simulated in the game. An example of a process to restore these parameters is the pit stop in a car race. It is also permissible to make it possible to adjust the degree of parameter restoration according to the type of refueling selected in the refueling stage, the time elapsed, or the condition of the vehicle, etc. Performance parameters should include, for example, tire usage rate, engine performance, transmission performance, riding performance and remaining fuel, etc.
A game apparatus according to the present invention is such that the advancing device comprises an environmental condition changing device for changing environmental conditions as the game progresses.
The path surface and weather conditions must be continuously changing, until restart. Or the debris scattered on the path surface due to a collision must be left there. This would allow for a more realistic game progression to be enjoyed.
A gaming apparatus according to the present invention is such that the advance device keeps the number of vehicles or objects constant.
As long as the number of vehicles, etc., that are running is kept constant, the race can always be conducted regularly. However, it is also possible to implement this as a means to handle customers by having operations to establish the execution of the distributor or operator.
A game apparatus according to the present invention is such that the advance device establishes the environmental conditions for the progress of the game by selecting from a plurality of predetermined environmental conditions.
For example, an operator can construct the initial environmental condition parameters. These environmental conditions may contain such elements as conditions of the surface of the vehicle · têftipfer & WU · * ·· «····« (friction coefficient between the tires and the road surface), presence of debris or oil in the road when the rain and to start and stop, etc. As a result, all types of racing developments can be expected in a way with the same gaming device, so that more interesting game progressions can be enjoyed.
A gaming apparatus according to the present invention is such that the selection device comprises a position detection device for finding the position of the selected vehicle or object; and a situation change device for changing the situation of the selected vehicle or object when the prescribed position where a player is joined to the game in progress is far from the position of the selected vehicle or object; and the control switching device comprises a first vehicle control device for changing control of the selected vehicle or object for the player, after waiting for the selected vehicle or object to approach the prescribed position where the player is to join the game in progress, when the prescribed position is close to the position of the selected vehicle or object; and a second vehicle control device for moving the selected vehicle or object to the prescribed position where the player is to join a game in progress and transferring control of the selected vehicle or object to the player when the prescribed position is close the position of the selected vehicle or object.
The situation change device mentioned above is not a mandatory component; vehicle control can be transferred without changing whatever the situation.
Because the selected vehicle enters a race in progress, it is naturally necessary to return to the starting position by some method or another, and to transfer control to the player. If the distance is small to the start position, then the start position can be obtained naturally by moving the vehicle without changing its situation. If the distance is considerable, then the vehicle is naturally resumed to the starting position as its situation changes. In an auto race, for example, an accident or other problem Jxfefe: 's ^ r; áêrejla'pêrfe stop the race and then the vehicle can be pulled to the start position by rescue cars. In this way, a fast and natural transfer of control is made possible.
A gaming apparatus, according to the present invention, is such that the selection device selects the vehicle or object to which a mark is attached corresponding to an entry mark.
One possibility, for example, is to have the game console number used as the vehicle number. If a console is not serviced, then this car can be driven. This method is readily understood by the players.
A gaming apparatus in accordance with the present invention is such that the control termination device comprises a determination device for terminating control based on a passing bill that indicates the number of times a passing encounter has occurred between the vehicle or selected object and other vehicles or objects.
A gaming apparatus according to the present invention is such that the passage account for the vehicle or object is determined by measuring the position of the vehicle or object with reference to designated points within blocks provided along the path.
In an auto race, the passing count is maintained by adding 1 each time a vehicle passes an opponent and subtracting 1 each time the vehicle is passed by an opponent. The passing account at the start of a game is set to an appropriate starting amount. Passage accounts make processing easy even when participants are allowed to join while a race is in progress.
A gaming apparatus according to the present invention is such that the control finish device comprises a scoreboard accounting device for calculating scores in relation to the players' competition results.
In a game with score points, for example, leaderboards can be computed based on the distance covered, chronomeflflfl «fl · fl fl · · · tracks or number of past opponents in 'dfe üin:' cdr &) g<sup>The</sup>C | dãdfc Jde time in minutes or distance table in kilometers.
A gaming apparatus according to the present invention is such that the control termination device terminates control by that player when a prescribed amount of time has elapsed.
A time limit should be imposed, for example, for stopping the race after 24 hours.
A game processing method in accordance with the present invention is a game processing method that perpetuates a racing game, regardless of the presence or absence of players, comprising: a selection step by which players select vehicles from among plurality of vehicles during a race; a joining step through which players join the race using the selected vehicles; a game perpetuation stage that perpetuates the racing game with the plurality of vehicles that includes the selected vehicles; and a game ending processing step that ends the game when the selected vehicles have met prescribed conditions.
This type of race includes auto racing, deep-sea racing, airplane racing and spaceship racing, etc. The race is automatically perpetuated by a CPU, for example, and a player can join the race whenever he or she wishes.
A game processing method according to the present invention is such that the step of joining comprises: a position detection step to determine the position of the selected vehicle; a first vehicle control step which, when the selected vehicle position is close to the prescribed position where a player is to join a running race, waits for the selected vehicle to approach the prescribed position and then transfers control of the selected vehicle to the player; a situation change step to change the situation of the selected vehicle when the position of the selected vehicle is far from the position where the player is to join the race in progress; and a second vehicle control step that forces the selected vehicle to move to the prescribed position and then transfer it to the player.
The situation change step mentioned above is not a mandatory component; it is allowed to transfer control of a vehicle without changing its situation.
Because the selected vehicle has to enter a race in progress, it is naturally necessary to return to the starting position by some method or another and transfer control to the player. If the distance is small to the start position, then the start position can be obtained naturally by moving the vehicle without changing its situation. If this distance is considerable, then the vehicle is naturally returned to the starting position because its situation has changed. In an auto race, for example, an accident or other problem can be generated to stop the race and then vehicles can be pulled to the starting position by rescue cars.
A game processing method according to the present invention is such that the game's perpetuation stage comprises: a parameter change step that changes the performance parameters of the vehicles as time passes; a refueling step to move the selected vehicle to a prescribed position to restore its performance parameters; and a reinstallation step to reinstall the vehicle in the race after the performance parameters have been restored.
In a real car race, for example, there are pit stops and here they are incorporated into the game. As the distance that a vehicle travels extends, there is a degradation of several performance factors. These situations are also simulated in the game. An example of a process to restore these parameters is the pit stop in a car race. It is also permissible to make it possible to adjust the degree of parameter restoration according to the type of refueling selected in the refueling stage, the time elapsed, or the condition of the vehicle, etc. Performance parameters should include, for example, tire usage rate, engine performance, performance of the traômjssScç 'bè piloting and remaining fuel, etc.
A game processing method according to the present invention is such that the game completion processing step determines when the game is over based on a passing account indicating the number of passing encounters between the selected vehicle and other vehicles. A gaming apparatus in accordance with the present invention is such that the passing account for the vehicle is determined by measuring the position of the vehicle with reference to designated points within blocks provided along the path.
In an auto race, the passing count is maintained by adding 1 each time a vehicle passes an opponent and subtracting 1 each time the vehicle is passed by an opponent. The passing account at the start of a game is set to an appropriate starting amount.
A game apparatus according to the present invention comprises: a plurality of game machines, each comprising: an image processor for generating game screens; and a communications controller that is connected to the image processor and that performs the control while communicating with the other equipment; and a connecting device for connecting the communications controllers of the plurality of gaming machines; where the image processors execute all the processes mentioned above.
A game apparatus according to the present invention comprises: a control device for obtaining information about race conditions from at least one among the plurality of game machines and determining the display images; and an external monitor or monitors to display the display images determined by the control device.
The controller determines the images that players can reference in response to the situations of vehicles that are competing in a race. For example, if the distance between vehicles is large, this can be plotted on a map and displayed and if small, this can be displayed as a camera cut. If a vehicle enters t · 9 9 9 9 9 9 will be displayed. If a problem develops, the affected vehicles can be displayed. And when the game is over, the award ceremony or the winner can be displayed.
A gaming apparatus according to the present invention is such that each of the plurality of gaming machines comprises a display unit for displaying information regarding race conditions.
The display unit can display who the leader is, who the leader is back or which players are present, etc.
A gaming device according to the present invention is such that, in the plurality of gaming machines, each of the image processors, respectively, processes previously allocated data, and each of the controllers, respectively, outputs processed data to other gaming machines. game, receives data processed by other game machines and writes this data to a memory in the image processor.
The data is processed in prescribed periods. When processing in a period is finished, all gaming machines access data processed by other gaming machines. As a result, all data is processed while leveling the processing load by distributed processing, so that all gaming machines can use all data. This facilitates efficient data processing.
A recording medium according to the present invention is a recording medium in which procedures are recorded to make the processors work as one or the other among the devices mentioned above, namely, the advance device, the selection device, the control device and the control termination device. This recording medium can be, for example, a flexible tape, a magnetic tape, a photomagnetic disk, CD-ROM, DVD, ROM cartridge, RAM memory cartridge with battery backup, flash memory cartridge, or a memory cartridge Non-volatile RAM. The recording medium is something in which the information (mainly digital data and a physical device, and with which the prescribed functions can be extracted from a processor such as a computer or a dedicated processor. Communications lines, such as radio or telephone lines, are also included in such a recording medium.
A game system according to the present invention comprises: a game execution device that allows a plurality of players to unite and that they can compete in a common game; pseudo-game execution device to allow other players to artificially join a game in progress when there are such other players to join such a game in progress; player establishment device which, when the competition for a certain scope in the game has ended, reflects the competition results for this game and automatically establishes a new plurality of players with which the other players have been added; and game perpetuation device to cause players to be automatically established to automatically participate in the game and to perpetuate this game.
In this way, players joining a game in progress can artificially participate in the game from the time they join it, and then, after the game has reached a certain stage, they can continue to participate, but now as members competing officials, in the next scope of the game that will be automatically and continuously performed.
Preferably, the game mentioned above should be a driving game in which vehicles are used to compete in the game space. In this way, it is possible to provide free entry driving games that can be joined at any time even when a game is in progress.
The first modality of the pseudo-game execution device mentioned above involves a device to provide competition with vehicles controlled by a computer comprised by the system. In this way, players joining together while a game is in progress, although in a waiting state waiting to join an official competition, can immediately join a se * · ã * · ** based pseudo-game! »* Ι<sup>BB</sup> * <sup>BBB</sup> * in a computer competition. Therefore, Gt-sebtihrie ^ tcE if £: téW; 4rê · *<sup>1</sup> to ·· o> 0000 and in the standby state can be cleared.
One embodiment of the player's establishment device mentioned above comprises the judgment device for determining the end of a certain scope of the driving game; a determination device to determine the results of the driving game when the end is determined; and an establishment device for establishing the new plurality of players that have been added to the other players and the players continuing on to the game designated by comparing the results of the first mentioned game with predetermined conditions. In this way, it is possible to provide games where there is a feeling of survival that reflects the results of the driving game in the next battle on the circuit.
A modality of a certain scope of the driving game mentioned above is the scope where a closed path, from the beginning to the end, is rotated a prescribed number of times, in the virtual game space of a driving game. In this way, the prescribed number of runs of the circuit can be made to the game unit, so that the driving games of this game unit can be repeated continuously and so that the joining to a game of this game unit is in progress can be handled at any time. A player joining such a game in progress is able to artificially join this game currently in progress and can then automatically join the game in the next game unit as an official member. After a game of the game unit has ended, the next game of the game unit continues automatically without interruption.
A game execution method according to the present invention with 0 quaf a plurality of players can participate competitively in a common game; with which, when other players join the game while it is in progress, those other players are allowed to participate artificially in the game in progress; with which, when a certain scope of the game competition has been completed in the game space, the results of this game competition are reflected and a new plurality of players with whom the other players have been added is automatically established; with what is automatically established, Blüesjifôtfò dç jcÀ gadores is automatically led to join the game; and with which this game is perpetuated. In this way, the same operational benefits provided by the game system described above are obtained.
BRIEF DESCRIPTION OF THE DRAWINGS
Fig. 1 is a functional block diagram of a game apparatus relating to a first embodiment of the present invention;
Fig. 2 is a functional block diagram of the gaming devices communicating with respect to the first embodiment of the present invention, configured with four of the gaming devices of Fig. 1;
Fig. 3 is a functional block diagram of another group of gaming devices communicating with respect to the first embodiment of the present invention;
Fig. 4 is an extreme view of the communicating game apparatus relating to the first embodiment of the present invention;
Fig. 5 is a flow chart for processing in a gaming apparatus of the first embodiment of the present invention;
Fig. 6 and a vehicle selection screen to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 7 is a close-up screen to explain the processing in a gaming apparatus of the first embodiment of the present invention;
Fig. 8 is a trigger screen for explaining the processing in a game apparatus of the first embodiment of the present invention;
Fig. 9 is a diagram representing a camera perspective in a game to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 10 is a home screen for explaining the processing in a gaming apparatus of the first embodiment of the present invention;
Fig. 11 is a detailed vehicle selection screen to explain the processing in a game apparatus of the first embodiment of this invention; ··· · '·; ; ·· f; /. · · ·· · * ····
Fig. 12 is a running screen to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 13 is a pit-stop screen to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 14 is an end-of-game screen to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 15 is an end-of-game screen to explain the processing in a game apparatus of the first embodiment of the present invention;
Fig. 16 is a continuation method to explain the processing in a gaming apparatus of the first embodiment of the present invention;
Fig. 17 is a route plan to explain the processing in a gaming apparatus of the first embodiment of the present invention;
Fig. 18 and a flow chart for processing the ticket in a game apparatus of the first embodiment of the present invention;
Fig. 19 is a path plan for explaining the processing of ticket counts in a gaming apparatus of the first embodiment of the present invention;
Fig. 20 is a block plan for explaining the processing of ticket counts in a gaming apparatus of the first embodiment of the present invention;
Fig. 21 and a diagram explaining the processing distributed in a game apparatus of the first embodiment of the present invention;
Fig. 22 is a diagram of explanation of the processing distributed in a game apparatus of the first embodiment of the present invention;
Fig. 23 is a flowchart for processing the display of the external monitor in a príárèir game apparatus ^ * * »» · * · ·, feels an invention;
Fig. 24 is a flowchart for processing the lighting of the leading marker in a gaming apparatus of the first embodiment of the present invention;
Fig. 25 and a summary flowchart indicating an example of input processing into a gaming device in a second embodiment of the present invention;
Fig. 26 is a summary flow chart indicating the subroutine's processing to establish new participants in a game apparatus of the second embodiment of the present invention;
Fig. 27 is an explanation diagram indicating working examples of input processing in a game apparatus in the second embodiment of the present invention; and
Fig. 28 is a diagram of a screen as seen from the oockpit of a pseudo-vehicle on a gaming device in the second embodiment of the present invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
First Mode
A first embodiment of the present invention will now be described, with reference to the drawings.
Fig. 1 is a block diagram of an image processor and a gaming apparatus in which this image processor is used with respect to an embodiment of the present invention. This gaming device comprises the main components of a gaming device main unit 10, an input device 11 and an output device 12, a TV monitor 13, a speaker 14, a display unit 15 and a marker leader 16.
The main unit of the gaming apparatus 10 comprises, in addition to a CPU (central processing unit) 101, a ROM 102, RAM 103, sound unit 104, input / output interface 106, the scrolling processor of data 107, terrain data ROM 109, ge18
Β * B. BBBB ΒΒ · * I metallizer 110, the 144 format data ROM, É urjiçfacteãê dêsárra • · Γ · · · · ·
112, the texture data ROM 113, the texture map RAM 114, the frame buffer 115, the image synthesizer 116 and the D / A converter 117.
CPU 101 is connected to a bus line with ROM 102 that stores the prescribed programs, etc., RAM 103 that stores data, the sound unit 104, the I / O Interface 106, to the scroll data processor 107 and geometalizer 110. RAM 103 is made to function as a buffer, so that it performs such functions as recording various types of commands for geometalizer 110 (object display, etc.), and makes matrix recordings when processing conversion matrices. .
The l / O interface 106 is connected to the input device 11 and the output device 12, whereby the operating signals, such as from the flywheel of the input device 11, are taken into the CPU 101 as digitized values. The signals generated at the CPU 101 can be output to the output device 12. The sound unit 104 is connected via a power amplifier 105 to a loudspeaker 14, and the audio signals generated by the sound unit 104 are amplified and then sent to the loudspeaker 14.
In this mode, CPU 101, following the program stored in ROM 102, reads the control signals from the input device 11, the terrain data from the terrain data ROM 109 and the format data (objects, such as subject vehicles) and opposing vehicles, and three-dimensional data such as moving path, terrain, sky, spectators, buildings and other backgrounds) from the 111 format data ROM. CPU 101 also performs at least such vehicle simulation processing as determining when there is contact between a vehicle and the terrain (impact), calculating the conduct of all vehicles, calculating the conduct of the body (ie analogous to the conduct of the suspension and will be described in detail subsequently), and the collision determinations between vehicles.
CPU 101 employs a three-dimensional coordinate system (global coordinate system) commonly referred to as right-handed coordinates. The CPU reads terrain shape data from terrain data ROM 109 and vehicle and other shape data from format 11 data ROM, subjecting this data to processing in response to input signals and configures the images of the race in which multiple vehicles are arranged in the coordinate system described above. These vehicles are made up of the subject's vehicles that can be driven by the player and other vehicles (which can also be called opposing vehicles, as used above) that are controlled by the gaming device.
The vehicle duct processing simulates the vehicle's movements in the virtual space according to the player's operating signals from the input device 11. After the coordinate values are determined in three-dimensional space, a conversion matrix to convert these values coordinates for a visual coordinate system and for format data (vehicles, terrain, etc.) are designated in geometalizer 110. CPU 101 is connected to ROM 109 which holds data in which vehicles are defined as oval models for the purpose of determining impacts and this predetermined data is passed to CPU 101.
At this time, CPU 101 primarily determines impacts between the terrain and the four wheels of vehicles that are the objects, determines collisions between vehicles and determines, when necessary, impacts between vehicles and structures. When making these determinations and calculating the vehicle's duct, CPU 101 is also configured so that it will mainly handle floating decimal point calculations. Consequently, the contact determinations of the related vehicles (impact determinations) are performed by CPU 101, and the results of this are provided by the same CPU 101, so that the CPU processing load is reduced, and the contact determinations run faster.
The geometalizer 110 is connected to the data ROM of for20 • «· · · * · * forest 111 and the drawing unit 112. In the daclos ROM ò is formatcr 111.
• ·
<img file="BR9706830A_D0002.tif" />
the graphics and formats (body coordinate system) of such objects are defined as the subject's vehicles and the opposing vehicles, made from the combination of multiple polygons and the background such as the terrain and the sky. (The number of polygons here can be selected as appropriate). These definitions are made, for example, from a list of vertex coordinate values for the group or groups of polygons used (polygon list: these coordinate values are set from three-dimensional data), a list of polygon surfaces where any four points on the vertex list are designated by the vertex number, something that represents standard positions to determine the order in which the polygons are to be displayed, and attribute lists designating whether one side or both sides of a polygon should be displayed and the polygon surface attributes of the elements, etc., that apply three-dimensional images (called or bitmap data or texture) to the poifgono, etc.
CPU 101, based on data from ROM 111, performs modeling conversions to arrange these player characters, as solid bodies made up of multiple polygons (polygons that are mainly tetrahedra having four vertices, or triangles in which two of the vertices coincide) , in the three-dimensional coordinate system (world coordinate system). Then, CPU 101 performs point-of-view perspective conversion, as already argued, after which it performs three-dimensional clipping.
For this purpose, CPU 101 reads the coordinate value slab, the polygon surface list and the polygon surface attribute list, etc., as described above, outside ROM 102. Then, CPU 101 passes these data for the geometalizer. The geometalizer takes this data designated in the conversion matrices sent from the CPU 101 and subjects it to a termination conversion, then performs the two-dimensional clipping and obtains the data converted to the visual coordinate system from the world coordinate system in space three-dimensional virtual.
• · · · · * · · · · · 5
The drawing unit 112 adds the texture to Jor's dôdôdõs: weeds converted into the visual coordinate system and outputs these to the frame buffer 15. In order to perform this addition of the texture, the drawing unit 112 is connected to the data ROM texture 113, texture map RAM 114 and also frame buffer 115.
The terrain data ROM 109 contains format data defined relatively roughly (in a simple way) such that it is sufficient to determine the contacts between or between the vehicles and the terrain or between two or more vehicles. The shape of a vehicle is defined here as a rectangle, for example, for the purpose of determining impacts.
The data stored in the 111 format data ROM, and on the other hand, which belong to the formats that configure the vehicle and the background screens, etc., are defined more rigorously.
The scroll data processor 107 processes text characters and other data on the scroll screens. Both processor 107 and frame buffer 115 control via image synthesizer 116 and D / A converter 117 for TV monitor 13. By this means, the polygon screens (simulation results) of the vehicles and the terrain (background) temporarily stored in the frame buffer 115 and the scrolling screens of the text information, such as vehicle speeds and lap times, are combined according to the designated priorities and the final frame image data is generated. This image data is converted by the D / A converter 117 to analog signals and sent to the TV monitor 13, as a result of which the images of the driving game are displayed in real time.
Communications interface 118 supports data communications between CPU 101 and other devices. This communications interface 118 comprises converters for converting parallel data on the CPU bus to serial data, or serial data back to parallel data, and a controller for establishing communications protocols.
input device 11 comprises a steering wheel, accelerator, | · «··· ·<sub>β</sub>«Brake pedal, shift and switch of vision change, etè, anqçiapta õ apâjte-, Output Iho 12 comprises a feedback mechanism of feeling of road feeling of the steering wheel and various lamp indicators, etc. The steering wheel's feedback feeling mechanism provides prescribed reaction forces to the steering wheel coordinated with the vehicle's conduct (to be further described below).
TV monitor 13 displays images from the driving game. A projector can be used instead of the TV monitor. The view switch is a key to changing the point of view. By manipulating this key, the player is provided with a view from the driver's seat or a view of his own vehicle as seen diagonally from another point of view, for example.
Display unit 15 is connected to I / O interface 106. During the game, this unit displays playing conditions such as the number of laps for this player, etc. At other times, this unit displays a NO ENTRY sign indicating that the game is available to play.
Leader marker 16, which is connected to the I / O interface 106, lights up when the player operating this game device 10 is running ahead and notifies the other players and any spectators of this fact.
Fig. 2 represents by diagram the configuration of the communicating game devices comprising a total of 4 game devices, for example, (the total number can be a number other than 4). The four gaming devices 1a, 1b, 1ce1d comprise, respectively, the image processors 10a, 10b, 10c and 10d and the communications controllers 17a, 17b, 17c and 17d. Communications controllers 17 are connected with communications interface 118. Each communications controller 17 comprises a plurality of ports that correspond 1 to 1 with the other devices. In the example shown in the diagram in Fig. 2, each communications controller comprises at least two stations. Or it can be of a type such that multiple other devices can be connected to a port (as in * Elhèrirçt applications). It is already prfâO ': if this system, any of the devices of game 1 can access the data (leaderboards, ranking, times, various states, etc.) from other gaming devices.
In Fig. 2, the Game apparatus 1a is the master, while the game apparatus 1b through 1d are slaves. The procedures for communications between these devices will be discussed subsequently. A controller 18 is a unique device for making a communications circuit between the master and the slaves. Controller 18 takes game screens and race conditions, etc., from device 1a and displays images on external monitors 19a and 19b for the pleasure of players and spectators. In this diagram, the communications channel is a circuit, but it is not limited to this configuration, and can be configured as a bus, as noted by the dashed lines in this figure. An Ethernet communications channel can also be used.
Fig. 3 presents a diagram of an example configuration that differs from Fig. 2. The communication units 20a, 20b, 20c and 20d of the game devices 1a, 1b, 1c and 1d, respectively, are equipped with ports for both transmitting information held in the image processors 10a, 10b, 10c and 10d to a controller 21, as well as receiving control information from controller 21. Controller 21 comprises the communication interfaces for the number of gaming devices and receives information from all gaming devices. It also transmits this information and the necessary control information (to turn on and off the displays of other players' vehicles, update positions, etc.) to each of the gaming devices. In the case represented by a diagram in Fig. 3, the information from the gaming device 1 is first mounted on the controller 21, allowing the configuration of the communications unit 21 of the gaming device 1 to be kept simple.
Fig. 4 provides a diagonal view of the communicating gaming devices represented by a diagram in Figs. 2 and 3. The system represented in this drawing comprises four gaming devices, but flfl «· * · · · ν *» as mentioned above, the number of devices dè * jbgo jpbçfe sêc'qiflak wants number. Game apparatus 1 is made to simulate the cockpit of the various cars, each provided with a TV monitor 1 c corresponding to the windshield, a control panel equipped with a steering wheel, and a driver's seat , etc. A leader marker 16 is provided on top of the gaming device's console and a display unit 15 is attached to the rear of each driver's seat. The provision of a plurality of gaming devices in this way is convenient for a group of communicating gaming devices on which one bets a person's skill against other players. Two large TV monitors 19 are installed in front of the players so that the status of the other player can be readily noticed.
Fig. 5 is a flow chart for the action of the racing game on a gaming device. Fig. 6 through 16 represent example screens to explain the actions. Fig. 17 is a piano example of a running path to explain the actions.
The actions of the apparatus of a first embodiment of the present invention are now described.
Free Entry System Specifications:
One of the characteristics of the apparatus of the first embodiment of the present invention is the free entry system. This system comprises three aspects, namely, that vehicles are always put into action in a race regardless of whether the players are present or not (ST
1), that any running vehicle can be selected (ST 3), and that when a player starts a game, he or she joins a running race (ST 4). Suppose, for example, that four people first start playing normally, and then a friend of theirs appears. This friend can join the game immediately. Thus, if the apparatus of the first embodiment of the present invention is used, an indefinite number of players can play, so that the true role of a communicating game can be played. The free entry system is now described with reference to Fig. 5.
STO A: Power connected by the Operator: · ':: j sj.
In order to start the game system represented by diagram in the
Fig. 1 to 4, an operator first turns the power on to the system.
STO B: Operator-Established Environment
The operator establishes the environment (scenario) for the game offered. For example, he or she establishes the type of game being offered, whether a racing game, a time-limited battle game or a war simulation, etc. and establishes several other parameters of the game, such as the season, time of day and situation, etc. In other words, the individual elements pertaining to the game scenario are not limited to the vehicles or action characters selected by the players, but environmental parameters can also be established.
STO C: Should an Intermediate Situation be Generated?
The operator decides whether to start the game with everyone at the start line or to start the game with the race already in progress and report this. In the latter case, an intermediate situation must be established so that it is advanced to the next STO D step. If this is not the case, then a is advanced to step ST 1.
STO D: Generates the Intermediate Situation
This situation is established with a race already in progress.
Each parameter can be set individually, or a plurality of parameters can be prepared ahead of time (pre-established). ST 1: Warning (vehicles operated by CPjJ 101 and an opposing player are continuously engaged in a race)
Many race cars are prepared ahead of time and are moving around the prescribed route shown in Fig. 17. In Fig. 17, 201 is the route, 202 is an area where a selected vehicle can be taken back to the pits without cause an accident, 203 is the boxing area and 204 is the grandstand. Vehicles negotiate route 201 in clockwise mode. Before the game starts, all of these cars are controlled by CPU 101. In other words, many cars are racing, whether the game has started or not. This situation simulates a resistance race.
aa a ta aa ·· · · e ·!
The vehicles that players will use are also: correfrâq'sõtí qscDFl · /:
CPU trolley 101. In step ST 3, described below, players can select any car they want from the racing cars. By having the cars continuously running along the path in this way, changes will develop in the vehicle's performance, such as how well the tires are tightened. This extraordinary change in performance is one aspect of the entertainment game of this modality of the present invention. This point is further discussed later.
ST 2: Inserting Currency
This step determines whether the coins have been inserted. If they were inserted (YES), then the step is advanced to step ST 3. The games are started by placing the coins. In the following description, the beginning and end of a game refers to the player with a view to starting or completing the game involving his or her joining the game in progress, and does not refer to the beginning or end of the game itself.
ST 3: Vehicle Selection and AT / MT Selection Screens
As previously mentioned, the number of vehicles on the route is constant and participants select the cars they want from those running. When this is done, all action controls for the selected vehicle are transferred to this player and all actions, such as vehicle direction and speed, etc., are performed sequentially according to the player's directions. An example of this selection process is now described with reference to Figs. 6 to 10.
First, the vehicle selection screen shown in Fig. 6 is displayed. The details of this screen are represented in Fig. 11. When four vehicles are voicing on the route, an image of each car, along with a profile including the current position, distance traveled, engine horsepower, tire tightness and results of the previous competition are displayed on screens 151 to 154. At the same time, the respective positions 155 to 158 of the vehicles on the route are displayed. Players select a vehicle style and profile based on screens 151 through 154.
A player is free to select any one already selected. It should be easy to select a car with a pending record, whether or not there are differences in performance in terms of game processing.
When a player selects a car, one of a plurality of screens will display a close-up screen (screen 152 in Fig. 7). The selection is made, for example, using the car number displayed on the screen. This selection process is facilitated if the selection number is the same as the number displayed on the body of the car that the player is selecting.
A screen showing the car running is also displayed. The selected vehicle is automatically returned to boxing area 203 in Fig. 17. The player then climbs into the vehicle returned to boxing area 203 and starts the race. In other words, the game always starts from the exit of boxing.
If the car is running in area 202, it can return to box 203 immediately. If he is running out of this area, however, it may take a little while before he can enter the boxing area. As a result, the player will have to wait. In the first embodiment of the present invention, therefore, CPU 101 performs the prescribed processing to return the vehicle more quickly to the boxing area. Specifically, the processing methods described below are possible for this purpose.
Method 1: Wait until the selected vehicle returns to the boxing area naturally. In this case, it would be good to make the entire length of the route shorter to decrease the waiting time.
Currency insertion _ »vehicle selection -> selected vehicle is facing the boxing area from the moment of selection (but does not move backwards on the route even if this was the shortest distance).
Method 2: Create a problem in the selected vehicle to return it to the boxing area. The following types of problems and ways of handling this should be used:
(1) Major collision -> after the collision, the vehicle moves slowly to the side of the path -> vehicle removed by the teh & fscçÕRra; /: / (2) Engine problem -> vehicle slows down after the problem develops and stops on the side of the path -> the same from above
Flat tire -> the same from above -> the same from above
However, when the selected vehicle is in area 202 just before the boxing area, the player waits for the vehicle to naturally return to the boxing area without creating a problem.
ST 4: Player starts playing, ioao starts -> united run in progress
A player leaves boxing area 203 on route 201 and starts running by joining several vehicles under the control of other players or CPU 101.
When a player comes to boxing area 203, the display screen will display the forward path, as shown in Fig. 9, and this will change to a start screen as seen in Fig. 10. The details of this screen in Fig. 10 are shown in Fig. 12. In Fig. 12,159 is the selected game vehicle, 160 is the display of the passing account (the passing account is discussed subsequently), 161 is the display of the distance of the race,
162 is the speed odometer, manual / automatic display tachometer and gear position display, 163 and the damage meter that indicates the degree of damage sustained by the vehicle, 164 is the display of the entire route, 164a is the display of the position for the opposing vehicles and 165 is the rear view mirror. There is also a timeout display TIMEOUT 99:99:99 and a change of passage account status change such as LET IT PASS !!. The latter also displays messages such as PASS DOWN !! and Competitor is coming.
ST 5: Starts race (Qualifying, Round 1, Round 2)
The race starts. In the run, while sustaining a usual position system at the beginning, each player also has a time. A player joining a game in progress joins from the boxing exit lane (that is, starts from the boxing area). A degree of skill is required to negotiate this boxing exit lane. As a result · β «· ··· frequency, if a player safely negotiates the track of sajda ídó ^ boxa ^ è ãntrar. *: On the main path, this constitutes an entry into the front group, while failure to do so this results in an entry into the rear group. In other words, a player's position is determined immediately upon entry into the race according to his skill level. In addition, a bonus time is added at each checkpoint. A player does not need to hold a conquered position when the game is over, but by continuing, he can resume the game maintaining the same position. However, he or she must be careful that he or she is not passed over by a competitor while he or she is deciding whether to continue playing or not. In addition, unless a player has a lot of attention when uniting on the path from the start line, he or she can be hit from behind by another car. Conversely, when a player will continue to play, a competitor who follows has a good chance of capturing and passing that player.
ST 51: Degradation of Perfonmanoe do Veíouío
As the laps begin to pass, the performance of the race (that is, the performance of the engine and tires) begins to decline. A pit stop is necessary in order to restore the race's performance to what it was originally.
ST 52: Pit Stop
A player enters the boxing area by performing prescribed maneuvers. Before entering the boxing area, however, a number of laps must be completed.
ST 53: Boxing Work Scene (the amount of restoration depends on the boxing time)
While a vehicle is being worked on in the boxing area, a screen such as that shown in Fig. 13, for example, is displayed. Boxing personnel gather around vehicle 166 to change tires and refill fuel. During this time of boxing, a so-called queen of boxing (ie a beautiful woman) can be displayed, as indicated at 167 in Fig. 13, to increase the entertainment value of the • ri «« «« «» as * «Laughs laughs« «····
J ° 9 ° · í: .. ·: <sup>fc</sup>. · V ·. · ·
Boxing work takes some time to complete. A player can select which repairs to make, that is, whether or not to change the tires, whether to simply add more fuel, etc. By reducing the number of repair items, the time required for boxing work can be regulated as appropriate. This changes the vehicle's restoration status. Therefore, the boxing strategy can be developed according to the skill of the player or the performance of other cars. If the player is confident in his ability to drive fast, he or she can choose to have everything fixed; if not, he or she may own only the engine or steering or some other repaired critical component. Since some time is required for the pit stop, it is also possible to change players during this interval. Therefore, the level of interest in the game is increased by incorporating boxing operations into the race strategy.
ST 54: Leaving the Boxing area
When the boxing work is complete, the player joins back to track 201 and starts running again. The point of incorporation is always the same and this is the starting line for the route. Since the cars under the control of the CPU are continuously on track, when there are no players participating, the race is between CPU competitors.
This game ends either when the crossing points are consumed, or when the stage ends due to the time limit.
ST 6: Passage Points Exceed (PASSAGE POINT IS OVER)
When the crossing points have been exceeded, an END OF GAME display is made, in step ST 6, as shown in Fig. 14. As soon as the game's end is displayed, CPU 101 takes control of that car. And, as shown in Fig. 15, all screen displays of distance traveled and PASS points, etc., disappear.
The method of calculating waypoints is discussed subsequently.
ST 7a: End of Stage Due to Time Limit «a *» · ··! *! V, *! ϊ
When a predetermined timeout fQt ^ xcédidõ.znQietapa j: /
ST 7a, END OF GAME is displayed, as shown in Fig. 14. For example, the number of laps that must be completed within a certain period of time is predetermined, and if this number of laps has not been completed when the timeout elapses, the game is over. Or the game may be forced to end simply when the time limit has elapsed. The lap limit is set for the number of spins that a normal skill player can complete. Then it is advanced to the ST 7 stage.
ST 7b: Determination of Qualification (Were the required points acquired?)
This step determines whether the required number of laps, as mentioned above, has been completed. If the player failed to qualify (YES), he is advanced to step ST 8. If the player has been successfully qualified (NO), he is advanced to step ST 11.
ST 8: Continuous Display Web
A continuous screen is displayed, as shown in Fig. 16, in which the camera comes out of the close.
ST 9: Decide whether to continue or not
On the continuous screen in Fig. 16, a countdown is conducted, from 9 to 0, while displaying the number on the screen. If a currency is inserted before the counter reaches 0, the determination is to continue (YES). If no currency is entered before 0 is reached, the determination is to not continue (NO).
If the determination is to continue (YES), then it is resumed to step ST 4 and the game is restarted. In this case, the perspective of the screen will close from the continuous screen shown in Fig. 16 and transition to the start screen.
When a coin has been inserted in advance, the race can be continued at the current position and speed without any reduction or interruption in speed. The faster the coins are inserted, the more advantageously the race can be continued.
I ί »« «9 · * · α α» · «· · · · · I» {
When the determination is not to continue ξΝΑΟ ^ * is to advance- /: H do to step ST 10. When no coins have been inserted, the machine stops and the vehicle naturally slows down.
ST 10: End of Game by Player
Until the game starts, it is resumed to the display of the advertising screen displays (ST 1), which is a demo screen.
ST 11: Decision to Clear the Game
When the time limit has elapsed completely, if the player has been successfully qualified, this step determines whether to clear the game or not. When a prescribed number of laps has been completed, the determination is made to clear the game (YES) and is advanced to step ST 12.
When the game is not (imposed (NO), it is advanced to the ST stage
15.
ST 12: Total Score Display
The player's total score is displayed in addition to the score of the player who previously cleared the game on this gaming device.
ST 13: Finishing
A completion screen is displayed, such as one at the award ceremony where the winner is honored.
ST 14: Name Entry
A screen is displayed forcing this player to enter his or her name. The name entered is stored in RAM 103 and displayed with the other players with other important scores on the display screen of the total score of ST 12.
ST 15: Scoreboard display
The qualifying score for this player is displayed.
ST 16: Route Selection
The next path to be played is selected here in order to continue the game. Only players who have been successfully qualified can select the final event.
In what was said earlier, the overall action of this gaming device was described. As explained in the beginning, one of the aspects of the apparatus ι · f · aa · aa ^ a <5 of this first modality of the present invention is the skillful player to join the game at any time. For this reason, unlike conventional games where all the cars in the competition start the race together with the subject car, with the device of the first modality of the present invention, the cars participating in the race have already started and the players select the cars they want among those cars on the track. Therefore, the game is continued regardless of whether the players are present or not, so the game is continually advancing. Players can join the game whenever they wish, in a variety of situations and viewers always have a new situation to see. Consequently, compared with a conventional game, both players and spectators can have more fun with this game.
Now, in the initial state when the power is turned on, the other vehicles (competitors) will be positioned randomly around the track and the situation will not necessarily be certain after the start. Joining a race in progress (free entry) immediately after a start is difficult and it may not be possible to maintain impartiality with players starting later (when free entry will be easier because vehicles will be spread out). Consequently, when the action is first initiated, vehicle positions must be spread (randomly) by computation. This condition could be established by a distributor (or operator) as part of a customer request strategy. Passage Account System Details
A passing account system which is a suitable method of deciding victory and defeat for the free entry system is now described with reference to Figs. 18 to 20.
In the free entry system, there are no simultaneous starts as in conventional games, so the method of finishing games by regulating the running time (time expiration system) cannot be used. Thus, the method used (waypoint system) is to end a game based on the points scored for passing or being passed.
ST 21: Access information on the block vehicle is now inside
As shown in the diagram in Fig. 19, the path of circuit 201 is divided into a series of blocks 205. Pass counts are calculated in each of these blocks, respectively. Each block 205, as shown in Fig. 20, has a prescribed point 206. With reference to this point 206, the distances x and y are found for the subject vehicle 207 and the opposing vehicle 208. Then, the crossing points are calculated based on in these distances x and y. Point 206 in Fig. 20 is presented in front of the driver on the track, but he may be in some other location, such as on the track behind the driver or even off the track. Nor is this determination finalized on a flat plane. The reference point only needs to be in a specific location or in the plane of vehicles 207 and 208 on the track, or in space.
CPU 101 selects block 205 that the subject vehicle 207 is in and obtains information about it (in positions, track format, etc.).
ST 22: Calculates the point distance for this block.
This step finds the distance x in Fig. 20. CPU 101 can readily learn the coordinates of each vehicle. Eia then finds the distance based on these coordinates. If the track is straight in this block, then the situation is as represented by a diagram in Fig. 20. If the track is curved, then the distance is found based on the shape of the curve (that is, the distance along the center line, for example).
ST 23: Access information for all blocks occupied by opponents.
This step accesses the information of where all opposing vehicles are on the track. This gaming device is a communicating device, so that the CPU 101 in each gaming device is able to access information from all vehicles.
ST 24: Determines whether the block of the subject vehicle is the same as the block of the opposing vehicle.
If the subject vehicle 207 and the opposing vehicle 208 are both in the same block (YES) in Fig. 20, then it is advanced to the next step ST 25 and the point processing point gxeeiitàdb: Six / ::: blocks are not the (NO), then the subject vehicle will not be passed by the opposing vehicle and there will be no change in the waypoints, so the waypoint processing will end.
ST 25: Calculated the distance from the point to the opposing vehicle block.
This step finds the distance y in Fig. 20.
ST 26: Compare the distance of the object vehicle and the distance of the opposing vehicle.
When the object vehicle is closer to the point than the opposing vehicle, that is, when x <y in Fig. 20, it is advanced to step ST 27.
Conversely, if the subject vehicle is beyond that, that is, if x> y, then it is advanced to step ST 30.
ST 27: Examine the status of the flag to check for a 2 ”,
When the status of the flag is 2, indicating that the subject vehicle was beyond the point in the previous routine (YES), it is advanced to step ST 28.
If this is not the case (NO), then there is no change in the situation of the subject vehicle being moreover, either in the previous routine or in this routine, so that there is no need to change the crossing points. Stage ST 28 is skipped and is advanced to stage ST 29.
ST 28: Increase Passage Points (+1).
In the previous routine, the subject vehicle was the most distant (x> y), but in this routine the subject vehicle is closest (x <y). This means that in the interval between these two routines (1/60 seconds, for example), the subject vehicle 207 has overtaken the opponent vehicle 208. Consequently, the crossing points are increased to show that que the opponent has been overtaken.
ST 29: Sets the status of the flag to 1.
Unlike the situation in the previous routine, here, the subject vehicle 207 was designed close to point 206, so that the status of the flag is set to 1 to indicate this. This ends the waypoint processing. : · ': ··
ST 30: Checks the status of the flag to check with a Γ.
When this flag is a 1, indicating that the subject vehicle was closer to the previous routine (SIM), it is advanced to step ST 31.
When this is not the case (NO), there is no change in the situation of the subject vehicle being more distant, either in the previous routine or in this routine, so that there is no need to change the crossing points. The ST 31 stage is bypassed and is advanced to the ST 32 stage.
ST 31: Decreases crossing points (-1).
In the previous routine, the subject vehicle was the closest (x <y), but in this routine the subject vehicle is more distant (x> y). This means that in the interval between these two routines (1/60 seconds, for example), the subject vehicle 207 has been overtaken by the opposing vehicle 208. As a result, the crossing points are decreased.
ST 32: Sets the status of the flag to 2.
Unlike the previous routine, subject vehicle 207 has now moved further from point 206, so that the status of the flag is set to 2 to indicate this and the processing of the waypoint is terminated.
As previously described, then, the passing bill is increased (+1) if an opposing vehicle in front is passed, and decremented (-1) if the object vehicle is passed by an opposing vehicle from behind. Therefore, the passing account system numerically quantifies the situation between multiple vehicles where cars are continually overtaking and being overtaken.
As explained earlier, when the ticket counts to zero, the continuation screen is displayed (compare Fig. 5 and ST 6 and 8), so that, to make the game more interesting, the preset ticket count value is set to some value greater than 1 (said to be 3, for example) immediately after the game starts.
The ticket is displayed on the screen. The number of cars overtaken and the current position are also displayed. · · Sage continues to be calculated while the car is in the pits. Consequently, it is possible for a game to end while a person is located in the boxing area. Therefore, it is necessary to judge whether a pit stop is advisable or not. This provides an element of strategy not available in conventional games and gives players something different to enjoy.
Rather than basing the account on overtaking and being overtaken, moreover, it can be based on colliding with the wall, or some other factor.
Benefits of Free Entry and Passage Account Systems
As previously described, with this system a player can join the game at any time. Therefore, entry is possible even when a game is in progress, after it has started. Consequently, a driving game is provided with which players can combine driving technique and racing tactics with each other and with which battles can take place with unknown players just like in a battle game. Therefore, there is a good chance that a player - not limited to competing with his or her friend - can compete against completely unknown opponents. In addition, the game can be kept running continuously without interruption (so the person never has to wait before joining it).
The apparatus of the first embodiment of the present invention, moreover, is not limited to driving games, but can be applied to airplane games or other racing games. This allows for free entry competitions without the hassle of having to wait to join a game or the inconvenience of hanging around uselessly with unfamiliar people.
Establishing Environmental Conditions
In the free entry system, all vehicles are continuously on the track θ the races can be units when the cars are in the boxing area, for example. Therefore, as in a cbfri <3a'cie: * reMsfèri £ i £. ':::
«9 9 · 9 9 9 9 real, the environment and the conditions of the cars can be changed over time, allowing a more realistic game to be presented.
In the conventional system where all cars start simultaneously, the elapsed times are short, making it difficult to offer such changes in the environment. The specific conditions that can be changed are as follows.
(1) Changing weather conditions such as temperature, humidity and precipitation (rain starts and stops) with a calendar or timer and reflect the effects of these changes on the vehicle's performance. Or, pre-establish the stations and have the distributor to make the selections.
(2) When a collision occurs, having debris scattered around, changing the conditions of the track and affecting the performance of the vehicle. The track conditions are also changed for the race of the cars under the control of the CPU. If someone wants to run on a clear track surface, someone should start playing first thing in the morning. As time goes by, the tire tightness increases. The specifications for these conditions and processing are as follows.
(2-1) Track Surface Changes as the Race Progresses
- Track Temperature
- Track surface conditions (dry, wet, falling rain, puddle on the surface, falling snow, accumulated snow, burnt ice condition, oil on the track, sand on the track, tire tracks on the track)
- Change in weather (clear, rain, snow, cloudy, rain with hail, hail, fog)
- Change in wind conditions (change in wind direction and strength, combinations with other weather conditions)
- Change in the external environment (temperature, humidity, atmospheric pressure) (2-2) Effects of Changing Conditions
- Track Temperature
Changes the resistance coefficient between the tires and the track surface • ··· · ·· · 11 «·
Increases the rate of tire wear, etc.
- Runway Surface Conditions
Changes the tire resistance coefficient individually
Increases tire wear rate
Changes air resistance
Changes visibility, etc.
- Changes in Time
Changes air resistance
Changes air density
Changes atmospheric pressure
Changes the aerodynamic resistance (CD = drag coefficient)
Changes the wing effect, etc.
- Changes in the External Environment (Temperature)
Temperature increases for all materials
Durability and wear rates change depending on the types and parts of such materials used (Atmospheric pressure)
Air resistance and gravitational forces; all physical quantities involving weight change (Temperature)
All physical quantities involving change in friction
Example: The Resistance and Novo modules on the brake platforms change, etc.
(3) Parameters that can be changed by the Game Machine Operator
The conditions and processing specifications are as follows.
- Degree of difficulty of the game (changes vehicle performance; changes opponent Al)
- Enables / disables external environmental changes
- Enables / disables time changes
- Enable / disable changes to stations
- Regulates wear rates · '«·· <sub>s</sub>*
- Adjust the time per day (12 min / 24 min / 6 min, etc.)
- Pre-established track selection
- Enables / disables the end of the game for the account back
- Conditions of Progress (conditions to advance to the next track) Distributed Processing
In the apparatus of the first embodiment of the present invention, a plurality of gaming machines are connected, comprising a communicating gaming apparatus comprising the processing distributed among the gaming machines. If there are 90 vehicles, for example, 30 will be processed by game machine A, 30 by 8 and 30 by C.
The processing distributed in the first embodiment of the present invention is now described with reference to Figs. 21 and 22. In Fig. 21, three game machines 1a, 1b and 1c are connected. Game machine 1, the master game machine, determines the distribution of the processing load and controls all distributed processing. Game machines 1b and 1c are slave game machines. Game machine 1a sends data a to game machine 1b. Game machine 1b sends data a along with data b which it has itself processed to game machine 1c. Game machine 1c sends data a + b together with data c which it has itself processed to game machine 1a. In this way, the gaming machine 1a can access the cec data that has been processed by the other gaming machines 1b and 1c. The same is true for these other game machines 1b and 1c. Therefore, by circulating the data around the circuit, processing is distributed between game machines 1a, 1b and 1c, while each game machine has access to all data.
The processing time is now described with reference to Fig. 22. In Fig. 22, memories A, B and C represent the memories on game machines 1a, 1b and 1c, respectively. The arrows represent the recording of the data, with the flow being from top to bottom. Between times t1 and t2, game machines 1a, 1b and 1c perform the processing of the data distributed to them, record the data resulting from this processing41 in their own memories and also record the headphone<sup>!</sup>€ fafto $
4 1 «9 4444 memories of other gaming machines. More specifically, game machine 1a writes data a to memory B, game machine 1b writes data b to memory C and game machine 1c writes data c to memory A.
Processing is performed similarly from time t2 to time t3, and from time t3 to time t4. Consequently, in the example shown in the diagram in Fig. 22, each game machine will have all the necessary data recorded in its memory by the processing performed from time t1 to time t4. This processing is repeated at a fixed interval. The interval for these data communications is set at 1/60 seconds or less, according to the replenishment rate of the display screen.
Game machine 1a, the master, also monitors processing conditions on the other game machines from time t1 to time t4. Based on these results, machine 1a determines the processing load or liability for each game machine for the next cycle, decreasing it slightly when it is very large and increasing it when the extra processing capacity is available. This processing load fluctuates as the game progresses, so that the distribution of processing in this accommodation mode is effective in increasing processing efficiency.
(1) Content of communicated data
Vehicle Type
Vehicle position (three-dimensional coordinates) x, y, z
Vehicle orientation (three-dimensional coordinates) ax, ay, az Vehicle magnification (three-dimensional coordinates) dx, dy, dz Tire guidance angle (two front tires, left and right)
Tire rpm (four tires, front and rear, left and right) Amounts of various wear or damage (extreme parts, tire performance, brake performance, driving, engine, suspension, airfoils, etc.)
Vehicle conduct information (Wiring, steering, all<sup>:</sup>gcj. J · *; * · Jj · · «· at
Number of the beak the vehicle is currently on
Current loop number
Current crossing points
Weather conditions
Air conditions
Runway surface conditions
Environmental Information (2) Data to Facilitate Communications
Subject Identification Number
Repeat flag
Reception flag
Current condition flag (for distributed processing)
Subject CPU load value (for distributed processing)
CPU processing flag (for error processing) (for distributed processing)
Processed volume (for distributed processing)
Information to be passed to the next procedure (for distributed processing)
Information passed to the next procedure (for distributed processing)
These data are configured as follows: (data facility communications) + (environment processor data) + (subject vehicle data) + n * (data for each opposing vehicle)
External Monitor Display Processing
The processing for displays on an external monitor 19 represented in Figs. 2 and 4 with reference to Fig. 23.
The program first determines whether a player is present or not (ST 60a). If no player is present, the advertisement screen is displayed on the external monitor 19.
When a player or players are present, the players who are to compete against the other are specified. When there are two or more players, for example, two players sâd efcrfefciffcécjcfoqõp, ·: · · ··· · · · · · are competing for the highest position, overtaking and being overtaken (ST 61). Processing subroutines are performed for these specified players.
The program determines whether the specified players are separated from each other by any considerable distance (ST 62a). If they are thus separated, the positions and conditions of the players are displayed in a bird's eye view, or as plotted on a map (ST 62b). This is done because if it were different it would be difficult for a player to imagine where his or her opponent is.
The program determines whether or not the specified players are very close to each other (ST 63a). If they are close enough, a wide opening is displayed from a point along the track, something like a TV camera covering the race it would present (ST 63b).
The program determines whether or not one of the players made a pit stop (ST 64a). When a player has made a pit stop, a scene from the boxing area is displayed (ST 64b). Therefore, the other player can readily learn that his or her opponent has stopped in boxing and as a result he or she can change his strategy. As explained earlier, the passing bill continues to be calculated while a car is in the boxing area, so a player may want to run the count as far as possible while an opponent is standing in boxing in order to significantly expand the your leadership.
The program determines whether or not one of the players was involved in an accident or left the race (ST 65a). When a player was in an accident or left the race, this situation is displayed (ST 65b). Therefore, a player can readily learn from an opponent's disadvantage and consequently change his strategy. When a player's opponent has been involved in an accident, that player may enter the pits. Either he or she can try to solidify his leadership and thereby put the competition out of dispute.
The program determines whether one of the players will be vSeriejsU duÊíigq'p /: ϊ: game (ST 66a). When the game has been won, the player who wins is shown and a scene from the award ceremony, for example, is displayed (ST 66b). This is also an advertisement for viewers.
Leader Marker Display Processing
The image processing for the displays on the external monitor 19 represented in Figs. 2 and 4 is now described with reference to Fig.
24.
First, the program determines whether another player is present (ST 70). If another player is present (YES), information about that player is accessed (ST 71). Although the processing distributed in the apparatus of this first embodiment of the present invention is adopted, information about the other apparatus is circulating in a circuit, as described above, so that the necessary information can be readily obtained. Based on the information obtained, the scores of the subject player and the other player are compared (ST 72). If the subject player is in the most advantageous position, the leader marker is lit (ST 73).
So the leader's marker will light up for the player with the best score at this point in time. This adds to the excitement of jealously showing who the leader is.
Now, when a bifurcated track is provided on a race track, conventionally only the leading driver could select which track to follow. With this modality of the present invention, however, since it is possible to join a race in progress, it is possible to grant the right of selection individually, according to a skill of the player, after a certain level of point obtained.
As previously described, based on the present invention, players can select any vehicle from a plurality of vehicles that are racing on the track and join the race using the selected vehicles. The racing game is perpetuated by these multiple vehicles which includes the selected vehicle and the game ends when the selected vehicles satisfy certain conditions. Therefore, the racing game is perpetu45 · * · · · * · ”* ** **<sup>β</sup>· <sup>1</sup> regardless of whether or not players are ready to play / èílrr {jbífacjty / is ί 0 0 00000 can join the game at any time.
Based on the present invention, furthermore, when a player joins the game, if the position of the selected vehicle and the designated position where the player is to join the game in progress are far apart, the condition of the selected vehicle can be changed and this vehicle forcibly removed to the designated position, so that a player joining does not need to wait a long time for the game to start.
Based on the present invention, moreover, when a game is being perpetuated, the performance parameters of the vehicles are changed over time. A player manipulates the controls to take the selected vehicle to a prescribed location to restore performance parameters and then resumes the vehicle for the race, after its performance parameters have been restored, thus making it possible to incorporate performance degradation and driving conditions. restoration in the game strategy and therefore make the game more interesting.
Based on the present invention, moreover, when finishing a game, the end of this game is determined on the basis of a ticket count which indicates the number of times a ticket was traded between the selected vehicle and another vehicle. Therefore, the game can be made to develop according to the skill and luck of the unsuitable players and the improper game ends prevented.
In addition, based on the present invention, control devices are provided to acquire information on the running conditions of at least one among the plurality of game machines and to determine the display images, as well as an external monitor to display the display images determined by the control devices so that these images can be provided to players for reference in response to the conditions of vehicles competing in the race.
In addition, based on the present invention, each of the plurality of game machines comprises a display unit for displaying information regarding the conditions of the race, whereby spectators can readily see what is at $ dnfedsfr {fo hbfàpH -. '::;
· ·· « ·'··.
gives.
In addition, based on the present invention, each of the plurality of game machines has image processors that process the pre-allocated data and each has a communications controller that sends the processed data to the other game machines, receives the data processed by other gaming machines and writes that data to the memories on their image processors. Therefore, when a processing cycle ends, any gaming machine can access data processed by the other gaming machines. As a result, all data can be processed while leveling the processing responsibility for distributed processing, and all data can be used by all gaming machines. Therefore, efficient data processing is facilitated.
Second Mode
A second embodiment of the present invention will now be described, with reference to the drawings.
The game system in relation to this modality is a game system that communicates where a plurality of players simultaneously compete in a common game via communications. This communicating gaming system comprises a plurality of gaming devices that are consoles adapted as cockpits on which players sit.
The electrical configuration of each gaming device is the same as that represented by a diagram in Fig. 1. The layout for this communicating game system is the same as that represented by a diagram in Fig. 2. Ε the diagonal aspect of this system communicating game is as shown in Fig. 4.
Based on this communicating game system, driving games and the like can be played using each of the gaming devices 1a through 1d independently of each other. Or, alternatively, a plurality of players can engage and play a competitive driving game via the intercom system.
Competitive play is provided in this' * «>,« »b * t communicates as a type of free multiplayer competition entry. Among the aspects of this game is that it is a free entry game in which players can join together in progress, that the game is continued until either the end of game conditions are met or the players express their desire to end the game, and that it is a game that incorporates a sense of survival as the results of the previous games are automatically reflected in the determination of the participants in the next game.
These aspects are derived from the input processing program represented by the diagram in Fig. 25. This program is executed by the controller 18, but it can also be executed by the communications controller 17a of the master gaming device 1a, for example. The game is now described in terms of a competitive driving game, but it is not necessarily limited to this mode.
When the program in Fig. 25 is initiated by controller 18, it is first determined whether or not a player makes an entry within the communicating game system (step S1). It then determines whether the number of entries is 1 or not (step S2). If the number of players who entered is 1 (step S2, YES), then controller 18 controls the competition by computer on the game device 1a (1b, 1c, or 1d) where the entry was made (step S3).
The computer competition<sup>41</sup> it is a mode where the CPU in the gaming device competes with the player according to predetermined procedures.
However, when two or more players have entered (step S2, NO), the program determines whether or not this is to be a communicating competition (step S4). This determination is based on the information informed by the button from the player.
The communicating competition is a way in which a game is competed by the players themselves between the gaming devices via the communications network.
Even when it was determined that the game is not $ s ^ ç ^ uMagbcrtl · * · ';! · •<sup>v</sup> e · ·· eee <sup>v</sup>and · e petition communicating (step S4, NO), similarly, each game device in which there was an entry will be commanded to conduct a computer competition (step S5). When, on the other hand, it has been determined that this is a communicating competition (step S4, YES), controller 18 issues commands to each of the plurality of gaming devices to conduct a communicating competition (step S6). Therefore, the communicating competition is competed by multiple players between the gaming devices.
Then, controller 18, after a game has started between a plurality of players, enters a waiting state while repeatedly checking to see if, during the game in progress, another player has indicated his intention to enter (that is, to the game) (step S7). When an entry is in progress (step S7), YES), the program determines whether the entry can be accepted or not (step S8). Determining this entry acceptance involves deciding whether conditions will allow another player's vehicle to join the driving game in the virtual game space.
The driving game here is a race that is being run on a circuit path from an ST start point (GL target point) to a GL target point (ST start point). For this reason, determining whether to accept the input depends on whether or not the current time is within the range from the time when the leading car reached a final PFN checkpoint (compare Fig. 27 (a)) which is established in a prescribed position before the goal point GL for the time the game is restarted. The final PFN checkpoint is selected at a position on the route that can almost be considered the GL target point.
When the driving game has started and entries are not being accepted (step S8, NO), controller 18 issues a command to the game device where the entry in progress was made to conduct a computer competition with this player (step S9), and again, processing steps S7 and S8 are repeated. In this computer competition, the CPU in the game device entered has been artificially behind the driving game package that is in progress. However, the vehicle of this player who joined the game in progress will be running in a waiting state for the competition and his position in the race will not be reflected in the leaderboards of the ongoing driving game.
Therefore, a player who wishes to join a game that communicates in progress does not need to wait until the driving game in progress is over, but can artificially join the driving game currently in progress. As a result, the player joining in progress will not be bored or give up, but can, from the moment of joining in progress, begin to share the drama of the game and the excitement. In addition, since processing in steps S7 through S9 are repeatedly performed, a plurality of players joining together in progress can be handled in the same way.
When the leading car in a driving game already in progress reaches the final checkpoint, acceptance of entry is permitted, that is, it is determined that entry is possible in the real game (step S8, YES). When this happens, processing is performed to establish new participants in the next round of the competition (step S10).
This establishment processing, in one example, is performed as represented by a diagram in Fig. 26. Specifically, the player who was waiting for the acceptance of entry to be allowed, that is, the player who is waiting for the participation that joined the game in progress and was engaged in a computer competition, is specified (step S10a). The qualification conditions are then read from the internal memory in a work area (step S10b). Qualifying conditions are what determine the players having the highest positions on the race leaderboards as qualifiers in the driving game. In the case of a racing game between three or more players, for example, the two best placed drivers must be made the qualifiers. The number of these qualifiers can be made variable in real time depending on the number of players participating in the game or the number of players joining the game in progress, etc. ·· ':' ·:
ri ·· 4 44441 controller 18 determines the rankings according to the order in which the vehicles pass the final PFN checkpoint and determines the qualifiers (remaining drivers) with reference to the qualification conditions (step S10c). Then, the waiting player or players are added to the qualifying players and the new group of competing players is decided (step S10d). Players who lost cannot participate in the next race and their game devices are commanded to take some action such as getting the vehicles of the defeated players to enter the boxing area (step S10e).
When the plurality of new players has been automatically determined in this way for the next race (step S10), controller 18 checks whether the conditions for ending the game have been met (step S11). When the game is to end (step S11, YES), then the prescribed game ending processing is performed (step S12) as well as displaying the game results. If the game has not ended (step S11, NO), then controller 18 decides whether or not to continue the communicated competition (step S13). If the communicating competition is to be continued, then, after the communicating competition command is issued again in processing step S6, the routine in step S7, mentioned above, is repeated. When the communicating competition is not to be continued (step S13, NO), it is returned to step S1, as a result of which independent computer competitions can be conducted on individual gaming devices.
A specific example of the input processing performed by the aforementioned program routine is now described with reference to Fig. 27. Here, it is assumed that three vehicles, A, B and C, driven by three players, are racing along a circuit path in the virtual game space. As represented by the diagram in (a) in Fig. 27, the three vehicles A, B and C make a simultaneous start at time t1 from the starting point ST (= goal GL) and a communicating competition is implemented.
A checkpoint f? ÜVj ôejijõ ÇepÉqsbnt.âdò is established at a point separated from the starting point at some prescribed distance:
· ·· «·· * per diagram in (b) in Fig. 27. This PUV checkpoint cannot be seen by players (that is, on the game device screen). This PUV checkpoint is established for the purpose of encouraging players to advance the game. If none of the cars reach this PUC checkpoint within a prescribed time interval, a message such as Accelerate '<sup>1</sup>! is displayed. And, if the invisible PUV checkpoint is not yet reached by any of the cars after another prescribed time interval, the program ends the game forcibly. However, this waiting time (prescribed time interval) is set at a value that is inconceivable for any normal game.
Now, it is assumed here that at time t2, as represented by the diagram in (c) in fig. 27, another player joins the race in progress. This player's D vehicle is currently following the game pack being in progress, engaged in a computer competition. At this time, if the skill of this additional player is very good, he or she can decrease the distance of the leading cars A, B and C and even pass them. However, this will not be reflected in the score of the game currently in progress. In other words, a player joining the game in progress participates immediately in the game artificially while waiting to join the next race.
When leader car A reaches the final PFN checkpoint, as represented by the diagram in (d) in Fig. 27, the order at this point in time is determined as the order at the finish line and the drivers of cars A and C are determined as the qualifiers according to the qualification conditions. The driver of the losing car B is forced, for example, into the pits, and is excluded from the next race. At the same time, the player's vehicle D joining the game in progress is added in place of the disqualified car B and the new competing cars become A, C and D.
The game continues to move forward, non-stop, while these new competitors are being determined, so there is a transition • ·<sub>β</sub> · ··· · ·· · ·· · automatic from the previous race to the race runs $ fè.; E ^ çtJti ^: ftsj3v [5s ;;
• ···· · · · aa as represented by the diagram in (e) in Fig. 27, the driving game is now continued without interruption of the previous race by the new competitors A, C and D. In this game that continues, the start it will be confusing, with some distance between car D joining in progress and cars previously competing A and C and between cars previously competing A and C. These separation distances at the start add spice to the game. A skilled player gains an advantage that is a reflection of his or her score in the previous race, while a player who joined the game in progress can establish his or her view of the player in advantage and can additionally increase interest in the game by overtaking this player.
Therefore, with the game system communicating in this modality, when another player joins a game already being played, he or she can freely join at any time and can artificially participate in the game currently in progress. In addition, the player who joined the game in progress, when the game is a driving game, can participate artificially during a fixed scope racing competition, and then automatically and seamlessly join in the next racing competition (game) fixed scope. For this reason, the player joining the game in progress can share the tense excitement of the game from the moment of joining and therefore increase interest in the game. In addition, players in the top positions in the previous fixed-scope racing competition can, without interruption, participate in the next racing competition, so games can be provided offering a sense of survival and interest in the game further promoted.
The communicating game system described above adopts several image processing techniques, mentioned below, in order to increase the excitement of the game.
(1) When a player's car passes over a bumpy track, the screen displayed on the television monitor 13 shakes in proportion to how bad the holes in the bumpy track are.
(2) A diagonal shadow of each vehicle is displayed to add a three-dimensional effect ·· · fl flflfl fl flfl fl flflfl fl The texture of this leftover changes to & TicUr ^ & HftP & ftQ:
• place where efa is appearing.
(3) The waterfall is graphically displayed by water drop polygons.
(4) A wet runway surface is graphically displayed by means of a fog effect.
(5) Dusk and night scenes are graphically displayed using fog effects.
(6) Scenes with light hitting the mountain, etc., are graphically displayed using windows.
The game system communicating in this mode has been described as a system for implementing a driving game, but the game system of the present invention is not limited to this mode. It can also be applied to battle games and the like.
More specifically, in a battle game device with which a plurality of players engage in a competitive game while controlling a plurality of game devices, respectively, the type of entry in progress described above can be facilitated. In such cases, the hardware of the modality described in detail above can be used with only a few modifications and the game can be implemented by first modifying the software according to the differences between the games themselves. An example would be the case where while only one player 1 is engaged in a competition with the CPU, the other player 2 takes care of the CPU and engages player 1 in the battle. At this time, there are points of difference, by which the program must be immediately changed so that player 2 can manipulate the character of the player that was under control of the CPU, and, when the game with the character of the player inherited from the CPU by the player 2 ends, it is necessary for player 2 to necessarily select the character of the player and thus engage in a game with player 1. For these purposes, any one of several methods can be employed, including the method of returning vehicles naturally to the starting line, the method of performing game completion processing, and the method of processing function restoration using the pit stop of the vehicle cfsgGfií<sup>0</sup>* :
• I · «I« · «previously. In such cases, obviously, the different situations will be used, comparable to the battle game in view, such as involving a judge, if it is a boxing game, providing technical knockouts, with the competitors returning to the ring between rounds hence. against.
The various aspects of the game can be modified in a variety of ways and are not limited to the previous descriptions. Such aspects include the way in which players who join the game in progress are allowed to temporarily participate artificially (as in having them chasing the back pack), the process for determining participation in the next game of fixed scope (as in provide a race competition for a fixed number of laps) and the way in which the player characters of the losing players are handled (such as making cars go to the pits), etc.
In addition, the modalities described here, comprise the processing functions to make the video seen from the perspective of the player's characters moving up and down according to the irregularities on the track surface and the operating conditions of the player. vehicle. Fig. 28 represents a screen as seen from the perspective of a player's character. Vehicles are provided, as revealed in Patent Applications left open H8-276070 [1996] and H8-276074 [1996], with virtual equipment (such as the virtual suspension behavior computing device) and vehicles are positioned on the ground (mapped) through this virtual suspension device on the virtual ground surface in the three-dimensional virtual space.
This suspension behavior is computed from the conditions of the track surface (friction of the track surface), the driving conditions of the vehicle and the speed conditions of the vehicle. The video as seen from the player's character is changed according to the results of this computation. When, for example, the track surface is uneven, the video in Fig. 28 is shown as vibrating up and down. When a scrolling behavior is displayed by suspen55 healthy, the video in Fig. 28 is tilted in the direction of indHha £ ã $ ctò WÃfô::
• · · · ·
The CPU produces the video and audio to implement the game described above, using the application software provided by such storage medium as the L / F cartridge or the CD-ROM. In addition to the ROM cartridge and CD-ROM storage medium already mentioned to store the action programs of the game machine, the programs can also be communicated via the Internet or PC network.
In accordance with the present invention, as previously described, a free entry game system and method of a competitive multiplayer game is provided with which a player wishing to join a competitive game that communicates in progress can immediately participate , although artificially, and subsequently automatically and without interruption, joining the game officially, so that the tedium of having to wait for the game to end can be eliminated, and with which the interval between games is abolished and multiple games can be continuously perpetuated while, by automatically reflecting the scores of previous games in the current game, a feeling of having survived and granted to a skilled player, thus increasing the excitement of the game and thereby making it more interesting.
444
Contents6
6 priority claims, no other members on record
Priority claims6
| Document | Office | Kind | Date |
|---|---|---|---|
| 26847796 | Japan | A | |
| 12654697 | Japan | A | |
| 9703650 | Japan | W | |
| JP19960268477 | – | – | – |
| JP19970126546 | – | – | – |
| WO1997JP03650 | – | – | – |
3 legal events, as the office reported them to INPADOC
Over the term
Point at a mark for the eventEvents
| Event | Code | |
|---|---|---|
| Others concerning applications: alteration of classificationB15K | B15K | |
| Definitive dismissal acc. article 33 of ipl - extension of time limit for request of examination expiredExpiredB11Y | B11Y | |
| Dismissal: dismissal - article 33 of industrial property lawFA10 | FA10 |
Numbers
- Publication, DOCDB
- 9706830
- Publication, EPODOC
- BR9706830
- Application
- 9706830
- Application, DOCDB
- 9706830
- Application, EPODOC
- BR19979706830
Titles2
- English
- Game apparatus game processing method game execution method and game system
- Portuguese
- Aparelho de jogo método de processamento de jogo método de execução de jogo e sistema de jogo
Classification
- CPC, 13
- A63F13/803
- A63F13/46
- A63F2300/6684
- A63F2300/61
- A63F2300/632
- A63F13/5258
- A63F13/47
- A63F2300/558
- A63F13/798
- A63F13/23
- A63F2300/64
- A63F2300/8017
- A63F2300/50
- IPC, 11
- A63F13 803
- A63F13 31
- A63F13 45
- A63F13 46
- A63F13 5258
- A63F13 55
- A63F13 67
- A63F13 798
- A63F13 80
- A63F13 843
- G06F19 00