WO2005107905A1 - ゲーム装置、ゲーム制御方法、情報記録媒体、ならびに、プログラム - Google Patents
ゲーム装置、ゲーム制御方法、情報記録媒体、ならびに、プログラム Download PDFInfo
- Publication number
- WO2005107905A1 WO2005107905A1 PCT/JP2005/008526 JP2005008526W WO2005107905A1 WO 2005107905 A1 WO2005107905 A1 WO 2005107905A1 JP 2005008526 W JP2005008526 W JP 2005008526W WO 2005107905 A1 WO2005107905 A1 WO 2005107905A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- input
- unit
- virtual space
- difference
- history storage
- Prior art date
Links
Classifications
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/60—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
- A63F13/67—Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/45—Controlling the progress of the video game
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/50—Controlling the output signals based on the game progress
- A63F13/53—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game
- A63F13/537—Controlling the output signals based on the game progress involving additional visual information provided to the game scene, e.g. by overlay to simulate a head-up display [HUD] or displaying a laser sight in a shooting game using indicators, e.g. showing the condition of a game character on screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/80—Special adaptations for executing a specific game genre or game mode
- A63F13/803—Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/30—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device
- A63F2300/303—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by output arrangements for receiving control signals generated by the game device for displaying additional data, e.g. simulating a Head Up Display
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/6027—Methods for processing data by generating or executing the game program using adaptive systems learning from user actions, e.g. for skill level adjustment
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/60—Methods for processing data by generating or executing the game program
- A63F2300/63—Methods for processing data by generating or executing the game program for controlling the execution of the game in time
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/80—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
- A63F2300/8017—Driving on land or water; Flying
Definitions
- the present invention relates to a game device suitable for presenting a past operation history to a player in comparison with a state of a current operation, a game control method, and a computer recording a program for realizing these on a computer
- the present invention relates to a readable information recording medium and the program.
- Patent Document 1 Japanese Patent Laid-Open No. 11 114222
- a game device employing a ghost technique records a player's operation history for each play. From the start to the end of the game is called a “mission”. Whenever a mission ends, the player's performance in that mission is judged, and if the performance has improved, that history is used as the history of the mission with the best performance. Adopt and record. In the next play, the history of the best mission will be treated like a controller operation input from another player.
- ghost An object that is manipulated by the “past self” is called a “ghost”, and in the case of a car racing game, this is called a “ghost car”.
- the present invention has been made to solve the above-described problems, and a game apparatus and a game control method suitable for presenting a past operation history to a player in comparison with a state of a current operation.
- Another object of the present invention is to provide a computer-readable information recording medium recording a program for realizing the above on a computer, and the program.
- a game device includes an input reception unit, a first movement unit, an input history storage unit, a second movement unit, a difference acquisition unit, and a display unit, and is configured as follows. To do.
- the input receiving unit receives a movement instruction input instructing to move outside the first object in the virtual space.
- a controller provided in the game device functions as an input receiving unit, and the first object is an object such as a car, a motorcycle, an airplane, or various characters whose movement is determined by the operation of the player ( It is a so-called “my car” or “player character.” (Hereinafter referred to as “own character” as appropriate).
- the first moving unit moves the first object in the virtual space in response to a movement instruction input received by the input receiving unit.
- a simple two-dimensional plane is adopted in the simplest racing game, but a two-dimensional plane with ups and downs can be adopted in a car race, a motorcycle race, a horse race, a bicycle race, and the like.
- competition such as airplanes and helicopters, characters flying in the sky, underwater 3D space is used as a virtual space for submarine competition and rocket competition in space.
- Various game techniques can be used as the operation system for the player character in the virtual space.
- the input history storage unit stores the movement instruction input received by the input receiving unit as input history information.
- the operation state of the controller at a certain time for example, the strength at which the controller button is pressed, the inclination of the lever, or the like can be considered.
- the strength at which the controller button is pressed, the inclination of the lever, or the like can be considered.
- the second moving unit moves outside the second object in the virtual space in response to a movement instruction input previously stored as input history information in the input history storage unit.
- the second moving unit has substantially the same configuration as the first moving unit, but the first moving unit accepts player operation instruction input, whereas the second moving unit has an input history. The difference is that it accepts information. Since the input history information includes all the various parameters used in the first moving part, the second object (hereinafter referred to as “ghost” as appropriate) by the second moving part is the behavior of the player's own character in the previous mission. Will be reproduced.
- the passage history storage unit stores, as passage history information, the elapsed time that the first object has passed through each of the plurality of signs arranged in the virtual space.
- the start of a mission corresponds to the car starting from the start line
- the end of the mission corresponds to reaching the goal in time after many laps on the course.
- the position of the car can be identified by the “distance” from the starting line. Therefore, signs are arranged at almost equal intervals so as to cross the course (so as to be approximately perpendicular to the direction of the car). Each time your character passes the sign, record the elapsed time from the start of the mission in association with that sign.
- the character passes through the sign from the start of the mission to the end of the mission.
- passage history information is recorded by recording the elapsed time from the beginning in the number element of an array.
- the sign in “nth lap” and the sign in “mth lap” are in the same position, but if n ⁇ m, the order of passing is different, so they should be treated as different signs. It becomes.
- the difference acquisition unit obtains the second object from the passage history information previously stored in the passage history storage unit every time the first object passes the sign. Obtain the elapsed time that passes through the sign, and obtain the difference between the elapsed time outside the first object and the elapsed time outside the second object.
- the difference acquisition unit obtains a record of the elapsed time that the ghost passes through the sign each time the own character passes the sign.
- the elapsed time when passing through each sign in the previous play is recorded as the passage history information, so the ghost is still in this mission. Even when the sign has not passed, the elapsed time for the ghost to pass the sign is obtained.
- the display unit displays the second object in the virtual space with a transparency associated in advance with the difference acquired by the difference acquisition unit.
- the present invention determines the translucency to be translucent from the difference in elapsed time between the player character and the ghost.
- the transparency is a value associated with a so-called “maximum”.
- a value of 0 means completely colorless and passes through the background color.
- a value of 1 means completely opaque and does not pass the background color at all.
- a player's past operation history (typically, the best result among them) is reproduced as a ghost, and if the transparency of the ghost is seen, Even if there is, it will be possible to easily determine whether or not the results are improving
- the absolute value of the difference acquired by the difference acquisition unit increases, it can be associated in advance so that the transparency is decreased.
- the display unit further sets the hue of the second object in the virtual space by an amount that is presumably associated with the difference acquired by the difference acquisition unit.
- the display can be configured to be shifted.
- the hue of the ghost is changed according to the difference between the elapsed time of the ghost and the own character.
- the greater the difference the farther away the grade
- the greater the change in hue but the reverse mapping can be used.
- the difference acquired by the difference acquisition unit when the difference acquired by the difference acquisition unit is different, it can be configured to be associated in advance so that the direction of shifting the hue amount is different.
- the difference will be positive if you simply subtract. If the character is ahead of the ghost, the difference is negative. So, for example, the difference is For positive values, the hue is shifted in the red direction. For negative values, the hue is shifted in the blue direction. Even in this case, the ghost is displayed translucently.
- the display unit views the second object from the viewpoint of moving in the virtual space in conjunction with the first object as a position for displaying the second object.
- the present invention by making the ghost semi-transparent and changing the transparency and hue shift amount, the difference in results from the ghost becomes easy to understand, and the presence of the ghost makes it easier. It is possible to prevent the appearance of other competitors and obstacles in the outside world from becoming invisible, and to provide a player with an environment in which the game is easy to play.
- a game control method includes a game device including an input reception unit, a first movement unit, an input history storage unit, a second movement unit, a passage history storage unit, a difference acquisition unit, and a display unit. And includes an input reception process, a first movement process, an input history storage process, a second movement process, a passage history storage process, a difference acquisition process, and a display section process, and is configured as follows.
- the input receiving unit receives a movement instruction input for instructing to move outside the first object in the virtual space.
- the first movement unit moves outside the first object in the virtual space by the movement instruction input received in the input reception process.
- the input history storage unit stores the movement instruction input received in the input reception step as input history information.
- the second movement unit previously inputs the input history information in the input history storage unit.
- the second object is moved in the virtual space by the movement instruction input stored as information.
- the passage history storage unit stores the elapsed time that the first object has passed through each of the plurality of signs arranged in the virtual space as passage history information.
- the difference acquisition unit stores the passage history previously stored in the passage history storage unit each time the first object passes the sign. From the information, the elapsed time for the second object to pass the sign is obtained, and the difference between the elapsed time outside the first object and the elapsed time outside the second object is obtained.
- the display unit displays the second object in the virtual space with a transparency associated in advance with the difference acquired in the difference acquisition step.
- a program according to another aspect of the present invention is configured to cause a computer to function as the game device or to cause the computer to execute the game method.
- the program of the present invention can be recorded on a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- a computer-readable information storage medium such as a compact disk, flexible disk, hard disk, magneto-optical disk, digital video disk, magnetic tape, and semiconductor memory.
- the above program can be distributed and sold via a computer communication network independently of the computer on which the program is executed.
- the information storage medium can be distributed and sold independently of the computer.
- a game device a game control method, and a program that realizes these operations on a computer, which are suitable for presenting a past operation history to a player in comparison with a current operation state.
- a recorded computer-readable information recording medium and the program can be provided.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing apparatus in which a display device according to one embodiment of the present invention is realized.
- FIG. 2 A schematic diagram showing a schematic configuration of a controller provided in an information processing apparatus according to one of the embodiments of the present invention.
- FIG. 3 is a schematic diagram showing a schematic configuration of a game device according to one embodiment of the present invention. 4] A flowchart showing the flow of control of the game control process executed by the game device according to one embodiment of the present invention.
- FIG. 5 is an explanatory diagram showing the history information stored in the RAM.
- FIG. 7] is an explanatory diagram showing a display example in the game device of the present embodiment.
- FIG. 8] is an explanatory diagram showing a display example in the game device of the present embodiment.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing device in which the display device of the present invention is realized.
- FIG. 1 is an explanatory diagram showing a schematic configuration of a typical information processing device in which the display device of the present invention is realized.
- the information processing apparatus 100 includes a CPU (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA (Central Processing Unit) 101, a ROM 102, an RA
- M 103 interface 104, controller 105, external memory 106, image processing unit 107, DVD-ROM drive 108, NIC (Network Interface Card) 109, and audio processing unit 110 are provided.
- NIC Network Interface Card
- the CPU 101 controls the overall operation of the information processing apparatus 100 and is connected to each component to exchange control signals and data.
- the CPU 101 uses an arithmetic logic unit (ALU) (not shown) for a storage area that can be accessed at high speed, such as a register (not shown).
- ALU arithmetic logic unit
- logical operations such as logical negation, bit operations such as bit sum, bit product, bit inversion, bit shift, and bit rotation can be performed.
- the CPU 101 itself is configured and equipped with a coprocessor so that saturation operations such as addition, subtraction, multiplication, and division for multimedia processing and trigonometric functions can be performed at high speed. There is something to do.
- ROM 102 records an IPL (Initial Program Loader) that is executed immediately after the power is turned on. When this is executed, the program recorded on the DVD-ROM is read into the RAM 103 and the CPU 101 starts execution.
- the ROM 102 stores an operating system program and various types of data necessary for operation control of the entire information processing apparatus 100.
- the RAM 103 is for temporarily storing data and programs, and holds programs and data read from the DVD-ROM, and other data necessary for game progress and chat communication.
- the CPU 101 provides a variable area in the RAM 103, performs an operation by directly operating the ALU on the value stored in the variable, or temporarily stores the value stored in the RAM 103 in the register. Performs operations such as performing operations on registers and writing the results back to memory.
- the controller 105 connected via the interface 104 receives an operation input performed by the user when executing a game such as a racing game.
- FIG. 2 is an explanatory diagram showing the appearance of the controller 105. Hereinafter, description will be given with reference to this figure.
- the T button 201, I button 202, ⁇ button 203, and ⁇ button 204 which are used to perform operation input indicating up, down, left, and right, are placed by themselves.
- buttons 205 and a button 208 used for inputting other instructions are arranged.
- the ANALOG button 211 for instructing the stop and the indicator 212 for displaying whether the analog input is valid or invalid are arranged.
- joysticks 213 and 214 for inputting an instruction with a size in a direction not limited to up, down, left and right are arranged at the lower center.
- L1 button 215 and L2 button 2 that can be used for various instruction inputs
- Each button 201 to 208 and 215 to 218 of the controller 105 has a pressure sensor force, and when an analog input is enabled, which button is pressed. It is possible to detect the magnitude of the pressure of the user's pressing operation in 256 steps from 0 to 255 S.
- the joysticks 213 and 214 of the controller 105 are provided with strain gauges and can detect how much the force S is bent in which direction.
- the DVD-ROM loaded in the DVD-ROM drive 108 records a program for realizing the game and image data and sound data associated with the game. Under the control of the CPU 101, the DVD-ROM drive 108 performs a reading process on the DVD-ROM mounted on the DVD-ROM drive 108 to read out necessary programs and data, which are temporarily stored in the RAM 103 or the like. .
- the image processing unit 107 processes the data read from the DVD-ROM by the CPU 101 or an image arithmetic processor (not shown) included in the image processing unit 107, and then the image processing unit 107 Recorded in a frame memory (not shown) provided.
- the image information recorded in the frame memory is converted into a video signal at a predetermined synchronization timing and output to a monitor (not shown) connected to the image processing unit 107.
- various image displays are possible.
- the image calculation processor can execute two-dimensional image overlay calculation, transmission calculation such as ⁇ -plending, and various saturation calculations at high speed.
- Polygon information arranged in the virtual three-dimensional space and added with various texture information is rendered by the ⁇ buffer method, and the polygon arranged in the virtual three-dimensional space from the predetermined viewpoint position is rendered. It is also possible to execute a calculation at a high speed to obtain a rendering image viewed from a predetermined line of sight.
- the CPU 101 and the image arithmetic processor cooperate to draw a character string in the frame memory as a two-dimensional image according to the font information that defines the character shape. Or drawing on the surface of each polygon.
- the NIC 109 is used to connect the information processing apparatus 100 to a computer communication network (not shown) such as the Internet, and is used when configuring a LAN (Local Area Network).
- a computer communication network such as the Internet
- CPU based on 100BASE-T standard, analog modem for connecting to the Internet using a telephone line, cable modem for connecting to the Internet using ISDN (Integrated Services Digital revision line), and CPU 101 It is comprised by the interface (not shown) which mediates.
- the audio processing unit 110 converts audio data read from the DVD-ROM into an analog audio signal, and outputs it from a speaker (not shown) connected thereto.
- a speaker not shown
- sound effects and music data to be generated during the progress of the game are generated, and the corresponding sound is output from the speaker.
- the audio processing unit 110 converts the MIDI data into PCM data with reference to the sound source data included in the audio data. If the compressed audio data is in ADPCM format or Ogg Vorbis format, it is expanded and converted to PCM data. PCM data can be output as audio by performing D / A (Digital / Analog) conversion at the timing corresponding to the sampling frequency and outputting it to the speaker.
- D / A Digital / Analog
- the information processing apparatus 100 uses a large-capacity external storage device such as a hard disk, and has the same function as a DVD-ROM or the like installed in the ROM 102, RAM 103, external memory 106, or DVD-ROM drive 108. You may comprise so that.
- FIG. 3 is a schematic diagram showing a schematic configuration of a game device according to one embodiment of the present invention.
- the game apparatus is realized on the information processing apparatus 100 described above.
- FIG. 4 is a flowchart showing a flow of control of game control processing executed by the game device.
- the game apparatus 301 of the present embodiment includes an input receiving unit 302, a first moving unit 303, an input history storing unit 304, a second moving unit 305, a passage history storing unit 306, a difference acquiring unit 307, and a display unit 308. Equipped.
- the input receiving unit 302 of the game device 301 receives a movement instruction input instructing to move the player character in the virtual space (step S351).
- the controller 105 functions as the input receiving unit 302.
- other shapes of controllers such as a handle, an accelerator, a brake, and various levers may be used, and general controllers such as a keyboard and a mouse may be used.
- An input device used in a typical computer can also be used as the input receiving unit 302.
- the received movement instruction input includes the state of the pressing operation of each button (in addition to the pressing force ⁇ the separating force ⁇ , the magnitude of the pressing force may be included), This is expressed by a set of operating state parameters of the controller 105, such as the joystick bending direction and the bending magnitude.
- the first moving unit 303 moves the player character in the virtual space according to the movement instruction input received by the input receiving unit 302 (step S352).
- the input receiving unit 302 receives various arrow buttons 201 to 204 or joysticks 213 and 214, you often use the input format that your character moves in that direction, but you can assign which button on the controller 105 to what function. This can be changed as appropriate according to the content of the game.
- controllers such as a handle, a brake, an accelerator, and a shift lever are used as the input receiving unit 302, and the state of these operations (position, inclination, etc.).
- the state of these operations position, inclination, etc.
- Information such as the position of the player character in the virtual space is appropriately stored in a predetermined area in the RAM 103.
- the CPU 101 functions as the first moving unit 303 in cooperation with the controller 105.
- the input history storage unit 304 includes a movement instruction received by the input receiving unit 302.
- the input is stored as input history information (step S353).
- FIG. 5 is an explanatory diagram showing the state of history information stored in the RAM 103.
- the input history information is stored in the current input history array 331 in the RAM 103.
- the subscript of the input history array 331 this time corresponds to the above “elapsed time”.
- Each element of the current input history array 331 can store all the input parameters of the controller 105 used for the operation of the player character in step S352.
- the bending direction and bending amount of the joystick 213 and the bending direction and bending amount of the joystick 214 are stored in the elements of the current input history array 331.
- the bending direction is stored in the range of ⁇ 180 ° to + 180 ° as to how many times it is rotated counterclockwise with the upward direction as the reference direction, and the amount of bending is 0 to It is recorded in the range of 32767.
- the 1152nd element includes a joystick 213 (corresponding to a handle) with a bending of 32 degrees to the left and a U-bending), and a bending size of 21352, which is one bending amount.
- a joystick 213 corresponding to a handle
- a bending size of 21352 which is one bending amount.
- Joystick 214 (corresponding to the brake) has a bending direction of 0 degree and J2 bending direction), and the bending amount is 0 (J2 bending amount). This is equivalent to turning the handle to the left and not stepping on the brake.
- a previous input history array 332 is also prepared.
- the previous input history array 332 records the input history information (typically for the mission with the best results) obtained by playing a past game with the same structure as the current input history array 331. The point is different.
- the second movement unit 305 is based on the movement instruction input previously stored as the input history information in the input history storage unit 304, that is, based on the movement instruction input previously recorded in the input history array 332.
- the ghost is moved within (Step S354).
- step S353 the 1152nd element contains information on the joysticks 213 and 214. Is recorded in step S354, using the value recorded in the 1152nd element of the input history array 332 (28, 21318, 0, 0 in this figure). Is moved. The handling of parameters and various calculations when moving the ghost are the same as those in the first moving unit 303.
- the current input history array 331 and the previous input history array 332 are secured in the RAM 103, and function as the input history storage unit 304 under the control of the CPU 101.
- FIG. 6 is an explanatory diagram showing a state in which signs are arranged in the virtual space in the game device of the present embodiment.
- the start of a mission corresponds to the car starting from the start line
- the end of the mission corresponds to reaching the goal in time after many laps on the course.
- the position of the car can be identified by the “distance” from the starting line. Therefore, signs are arranged at almost equal intervals so as to cross the course (so as to be approximately perpendicular to the direction of the car).
- the road 402 on which the player character is supposed to travel is provided with a plurality of signs 403 so as to cross the route 402 (perpendicular to the arrow indicating the traveling direction of the player character). Has been placed.
- These signs 403 are numbered in the order in which they are supposed to run, and the CPU 101 monitors changes in the position of the player character to determine whether the player character has passed any of the indicators 403. Judgment is made.
- step S352 the player character is moved and its position is updated.
- the line segment connecting the position before the update of the player character and the position after the update represents the sign 403. If it has an intersection with a line segment, it means that the marker 403 has been passed.
- the interval between the markers 403 be sufficiently narrow. For example, if you place the signs 403 closer to each other than the length obtained by multiplying the maximum speed assumed by your character by the vertical synchronization interrupt interval, the number of signs that pass through a repeat unit is at most 1. It becomes. Of course, the interval may be wider depending on the application.
- step S355 if the character has not passed any sign 403 (step S355; No), the process proceeds to step S362.
- the passage history storage unit 306 obtains the number of the sign that has passed (step S356), The “elapsed time” is associated with the sign and stored as passage history information (step S357).
- a current passage history array 333 is also prepared as shown in FIG. This is to record the “elapsed time” when your character added sign 403 in this mission.
- a previous passage history array 334 is also prepared in the RAM 103.
- the “elapsed time” when the player character passed each indicator 403 in the previous mission (the same mission as the one in which the input history information was recorded in the previous input history array 332) is recorded. .
- the RAM 103 also functions as the passage history storage unit 306 in cooperation with the CPU 101 and the like.
- the difference acquisition unit 307 records the “elapsed time” previously recorded in the passage history array 334 for the same marker 403. Obtain (step S358).
- the value of the 138th element of the previous passage history array 334 is 1148.
- step S359 the difference between the two elapsed times is obtained.
- 1152 ⁇ 1148 + 4 is the difference in elapsed time. It should be noted that which is subtracted from which one, or whether the subtraction result is considered including positive or negative, the sign is negligible, It can be selected as appropriate according to the conditions.
- the CPU 101 functions as the difference acquisition unit 307 in cooperation with the RAM 103.
- the CPU 101 obtains the transparency at the time of displaying the ghost from the correspondence between the predetermined difference and the transparency (step S360), and uses this as a predetermined threshold value in the RAM 103. Record in the area (step S361) and proceed to step S362.
- the display unit 308 displays the ghost in the virtual space with the transparency recorded in the predetermined ⁇ value area of the RAM 103 (step S362).
- the 3D graphics technology of the car racing game that is usually used is applied.
- FIG. 7 and FIG. 8 are schematic views showing the screen display in the present embodiment, which corresponds to the appearance of the outside world viewed from the camera moving with the player character. This corresponds to capturing and displaying the outside world with an in-vehicle camera in an automobile race, and displaying a virtual 3D space on a 2D screen using 3D graphics technology.
- the ghost 711 is displayed lightly in the screen 701. That is, it is displayed so that the background can be seen through.
- the ghost 711 is clearly displayed in the screen 701 because the elapsed time of the last sign passing between the player character and the ghost is different (the difference was great). That is, ghost 711 hides the background.
- step S363 it is determined whether or not this mission has ended. If it has not ended (step S363; No), after waiting for a vertical synchronization interrupt (step S364), step Return to S351. On the other hand, when this mission is completed (step S363; Yes), the result of the ghost of your character in this mission is compared (step S365). Yes), copy the contents of current input history array 331 to previous input history array 332, copy the contents of current pass history array 333 to previous pass history array IJ334 (step S366), and prepare for next play To finish this process.
- step S365 if the ghost score is excellent (step S365; No), the process ends without copying.
- these copies may be inquired as to whether or not to copy to a player who does not simply compare results. It is also possible to use a method in which a plurality of previous input history arrays 332 and previous passage history arrays 334 are prepared and inquired about which to store, and all recent missions are stored. Moreover, you may combine these suitably. If there are multiple sets of past histories, you may ask the player which one to use as a ghost before starting the mission, or you can use a method that uses all of them as ghosts.
- the player's past operation history (typically the one with the best performance) of the player is reproduced as a ghost. Even so, it will be possible to easily determine whether or not the performance has improved.
- a method of shifting the hue of the ghost may be employed. For example, the color of the ghost is changed according to the difference in elapsed time between the ghost and your character. Typically, the greater the difference (the farther away the grade), the greater the change in hue, but the opposite association can be employed. In this case, if the difference is different in sign, it is possible to associate in advance so that the direction of shifting the hue amount is different.
- the difference will be positive if you simply subtract. If the character is ahead of the ghost, the difference is negative. Therefore, for example, when the difference is positive, the hue is shifted in the red direction, and when the difference is negative, the hue is shifted in the blue direction. Even in this case, the ghost is displayed translucently.
- a game device, a game control method, and the like suitable for presenting a past operation history to a player in comparison with a current operation state are provided.
- the game device can be used to implement various competitive games, etc. It can be applied to virtual reality technology that provides virtual experiences.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Physics & Mathematics (AREA)
- Optics & Photonics (AREA)
- Human Computer Interaction (AREA)
- Processing Or Creating Images (AREA)
- User Interface Of Digital Computer (AREA)
- Debugging And Monitoring (AREA)
Abstract
Description
Claims
Priority Applications (3)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
CN2005800232972A CN1984701B (zh) | 2004-05-11 | 2005-05-10 | 游戏装置和游戏控制方法 |
US11/596,159 US20070232395A1 (en) | 2004-05-11 | 2005-05-10 | Game Device, Game Control Method, Information Recording Medium, and Program |
EP05739190A EP1757341A4 (en) | 2004-05-11 | 2005-05-10 | GAME DEVICE, GAME CONTROL METHOD, INFORMATION RECORDING MEDIUM, AND PROGRAM |
Applications Claiming Priority (2)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP2004140694A JP3785176B2 (ja) | 2004-05-11 | 2004-05-11 | ゲーム装置、ゲーム制御方法、ならびに、プログラム |
JP2004-140694 | 2004-05-11 |
Publications (1)
Publication Number | Publication Date |
---|---|
WO2005107905A1 true WO2005107905A1 (ja) | 2005-11-17 |
Family
ID=35320072
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
PCT/JP2005/008526 WO2005107905A1 (ja) | 2004-05-11 | 2005-05-10 | ゲーム装置、ゲーム制御方法、情報記録媒体、ならびに、プログラム |
Country Status (7)
Country | Link |
---|---|
US (1) | US20070232395A1 (ja) |
EP (1) | EP1757341A4 (ja) |
JP (1) | JP3785176B2 (ja) |
KR (1) | KR100807043B1 (ja) |
CN (1) | CN1984701B (ja) |
TW (1) | TWI276984B (ja) |
WO (1) | WO2005107905A1 (ja) |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2008035027A1 (en) * | 2006-09-19 | 2008-03-27 | Sony Computer Entertainment Europe Limited | Video game |
JP2011188920A (ja) * | 2010-03-12 | 2011-09-29 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Families Citing this family (16)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3949674B2 (ja) * | 2004-05-11 | 2007-07-25 | 株式会社コナミデジタルエンタテインメント | 表示装置、表示方法、ならびに、プログラム |
KR20060049774A (ko) * | 2004-07-01 | 2006-05-19 | 아르재 가부시키가이샤 | 게임 시스템, 서버, 및 게임 제어 방법 |
JP3884043B2 (ja) * | 2005-02-28 | 2007-02-21 | 株式会社コナミデジタルエンタテインメント | ゲーム装置、ゲーム制御方法、ならびに、プログラム |
JP4762012B2 (ja) * | 2006-03-16 | 2011-08-31 | 株式会社大都技研 | 遊技台および遊技システム |
JP5068080B2 (ja) * | 2007-01-09 | 2012-11-07 | 株式会社バンダイナムコゲームス | ゲーム装置、プログラム及び情報記憶媒体 |
JP2008304967A (ja) * | 2007-06-05 | 2008-12-18 | Konami Digital Entertainment:Kk | 画像表示制御装置、ゲーム装置及びプログラム |
JP5100494B2 (ja) * | 2008-05-08 | 2012-12-19 | 株式会社エヌ・ティ・ティ・ドコモ | 仮想空間提供装置、プログラム及び仮想空間提供システム |
JP4847594B2 (ja) * | 2010-02-24 | 2011-12-28 | 株式会社コナミデジタルエンタテインメント | 画像生成装置、画像生成方法及びプログラム |
JP6110704B2 (ja) * | 2013-03-29 | 2017-04-05 | 任天堂株式会社 | プログラム、情報処理装置、情報処理方法及び情報処理システム |
GB2529192B (en) * | 2014-08-12 | 2017-12-06 | Sony Interactive Entertainment Europe Ltd | Apparatus and method of user interaction |
CN106582028B (zh) * | 2015-10-14 | 2019-09-13 | 阿里巴巴集团控股有限公司 | 识别及辅助识别客户端代码被篡改的方法及装置 |
CN106708418B (zh) * | 2015-11-16 | 2020-06-16 | 腾讯科技(深圳)有限公司 | 游戏环境内消息存储方法及装置 |
JP6326168B2 (ja) * | 2017-04-13 | 2018-05-16 | 株式会社タイトー | ゲームシステム |
CN113163955A (zh) * | 2018-11-29 | 2021-07-23 | 提爱思科技股份有限公司 | 座椅系统和座椅型体验装置 |
JP6549301B1 (ja) * | 2018-12-28 | 2019-07-24 | 株式会社Cygames | 情報処理プログラム、情報処理方法およびゲーム装置 |
CN117482496A (zh) * | 2022-11-21 | 2024-02-02 | 深圳市达实智控科技股份有限公司 | 模拟驾驶游戏控制器 |
Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000176156A (ja) * | 1998-10-08 | 2000-06-27 | Namco Ltd | 三次元ゲ―ム装置及びその情報記憶媒体 |
JP2000233071A (ja) | 1999-02-15 | 2000-08-29 | Sega Enterp Ltd | 遊戯装置 |
JP2000237451A (ja) | 1999-02-16 | 2000-09-05 | Taito Corp | 課題解決型乗り物ゲーム装置 |
JP2004140694A (ja) | 2002-10-18 | 2004-05-13 | Sony Corp | 画像信号の処理装置および処理方法、それに使用される係数データの生成装置および生成方法、並びに各方法を実行するためのプログラム |
Family Cites Families (6)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
US5269687A (en) * | 1990-08-01 | 1993-12-14 | Atari Games Corporation | System and method for recursive driver training |
JP3529138B2 (ja) * | 1995-04-27 | 2004-05-24 | 株式会社セガ | 画像処理装置、画像処理方法及びこれを用いたゲーム装置並びに記憶媒体 |
US7243363B1 (en) * | 1997-07-10 | 2007-07-10 | Sony Computer Entertainment, Inc. | Entertainment system, picture display apparatus, information processing apparatus and synchronization control method |
JP3372832B2 (ja) * | 1997-07-25 | 2003-02-04 | コナミ株式会社 | ゲーム装置、ゲーム画像処理方法およびゲーム画像処理プログラムを記録したコンピュータ読み取り可能な記録媒体 |
US6409596B1 (en) * | 1997-09-12 | 2002-06-25 | Kabushiki Kaisha Sega Enterprises | Game device and image displaying method which displays a game proceeding in virtual space, and computer-readable recording medium |
DE60025725T2 (de) * | 1999-07-15 | 2006-11-09 | Midway Games West Inc., Milpitas | Autorennensystem und verfahren mit verbesserter simulation eines virtuellen konkurrenten |
-
2004
- 2004-05-11 JP JP2004140694A patent/JP3785176B2/ja not_active Expired - Lifetime
-
2005
- 2005-05-10 US US11/596,159 patent/US20070232395A1/en not_active Abandoned
- 2005-05-10 WO PCT/JP2005/008526 patent/WO2005107905A1/ja active Application Filing
- 2005-05-10 KR KR1020067023468A patent/KR100807043B1/ko not_active IP Right Cessation
- 2005-05-10 EP EP05739190A patent/EP1757341A4/en not_active Withdrawn
- 2005-05-10 CN CN2005800232972A patent/CN1984701B/zh not_active Expired - Fee Related
- 2005-05-11 TW TW094115181A patent/TWI276984B/zh not_active IP Right Cessation
Patent Citations (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP2000176156A (ja) * | 1998-10-08 | 2000-06-27 | Namco Ltd | 三次元ゲ―ム装置及びその情報記憶媒体 |
JP2000233071A (ja) | 1999-02-15 | 2000-08-29 | Sega Enterp Ltd | 遊戯装置 |
JP2000237451A (ja) | 1999-02-16 | 2000-09-05 | Taito Corp | 課題解決型乗り物ゲーム装置 |
JP2004140694A (ja) | 2002-10-18 | 2004-05-13 | Sony Corp | 画像信号の処理装置および処理方法、それに使用される係数データの生成装置および生成方法、並びに各方法を実行するためのプログラム |
Non-Patent Citations (1)
Title |
---|
See also references of EP1757341A4 |
Cited By (2)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
WO2008035027A1 (en) * | 2006-09-19 | 2008-03-27 | Sony Computer Entertainment Europe Limited | Video game |
JP2011188920A (ja) * | 2010-03-12 | 2011-09-29 | Konami Digital Entertainment Co Ltd | ゲーム装置、ゲーム処理方法、ならびに、プログラム |
Also Published As
Publication number | Publication date |
---|---|
KR20070012820A (ko) | 2007-01-29 |
CN1984701B (zh) | 2010-11-03 |
JP2005319148A (ja) | 2005-11-17 |
US20070232395A1 (en) | 2007-10-04 |
CN1984701A (zh) | 2007-06-20 |
KR100807043B1 (ko) | 2008-02-25 |
JP3785176B2 (ja) | 2006-06-14 |
EP1757341A4 (en) | 2008-05-14 |
TWI276984B (en) | 2007-03-21 |
EP1757341A1 (en) | 2007-02-28 |
TW200606689A (en) | 2006-02-16 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
WO2005107905A1 (ja) | ゲーム装置、ゲーム制御方法、情報記録媒体、ならびに、プログラム | |
JP3884043B2 (ja) | ゲーム装置、ゲーム制御方法、ならびに、プログラム | |
CN104777906B (zh) | 多致动手持设备 | |
WO2009104562A1 (ja) | ゲーム装置、ゲーム制御方法、情報記録媒体、ならびに、プログラム | |
JP5127805B2 (ja) | ゲームプログラム、ゲーム装置、およびゲーム制御方法 | |
JP4578947B2 (ja) | ゲームプログラムおよびゲーム装置 | |
US20120122580A1 (en) | Game device, game device control method and information recording medium storing program | |
JP5759571B2 (ja) | ゲームプログラムおよびゲーム装置 | |
JP4121492B2 (ja) | ゲーム装置およびゲームプログラム | |
JP2005058383A (ja) | ゲーム情報処理装置及びそのコンピュータプログラム | |
JP5759570B2 (ja) | ゲームプログラムおよびゲーム装置 | |
US7985136B2 (en) | Image producing device, speed expressing method, and program | |
JP4287764B2 (ja) | 競争ゲーム装置および競争ゲームプログラム | |
JP3827697B2 (ja) | ゲーム装置、その制御方法、ならびに、プログラム | |
JP3827696B2 (ja) | ゲーム装置、その制御方法、ならびに、プログラム | |
JP4782167B2 (ja) | 競争ゲーム装置および競争ゲームプログラム | |
JP5501426B2 (ja) | ゲームプログラム、ゲーム装置、およびゲーム制御方法 | |
JPH11249653A (ja) | 音入力と音発生機能を有するビデオゲーム装置、およびゲームプログラムを記憶した情報記憶媒体 | |
JPH11316587A (ja) | 音発生装置 |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
AK | Designated states |
Kind code of ref document: A1 Designated state(s): AE AG AL AM AT AU AZ BA BB BG BR BW BY BZ CA CH CN CO CR CU CZ DE DK DM DZ EC EE EG ES FI GB GD GE GH GM HR HU ID IL IN IS KE KG KM KP KR KZ LC LK LR LS LT LU LV MA MD MG MK MN MW MX MZ NA NG NI NO NZ OM PG PH PL PT RO RU SC SD SE SG SK SL SM SY TJ TM TN TR TT TZ UA UG US UZ VC VN YU ZA ZM ZW |
|
AL | Designated countries for regional patents |
Kind code of ref document: A1 Designated state(s): BW GH GM KE LS MW MZ NA SD SL SZ TZ UG ZM ZW AM AZ BY KG KZ MD RU TJ TM AT BE BG CH CY CZ DE DK EE ES FI FR GB GR HU IE IS IT LT LU MC NL PL PT RO SE SI SK TR BF BJ CF CG CI CM GA GN GQ GW ML MR NE SN TD TG |
|
121 | Ep: the epo has been informed by wipo that ep was designated in this application | ||
WWE | Wipo information: entry into national phase |
Ref document number: 2005739190 Country of ref document: EP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 1020067023468 Country of ref document: KR |
|
NENP | Non-entry into the national phase |
Ref country code: DE |
|
WWW | Wipo information: withdrawn in national office |
Country of ref document: DE |
|
WWE | Wipo information: entry into national phase |
Ref document number: 200580023297.2 Country of ref document: CN |
|
WWP | Wipo information: published in national office |
Ref document number: 1020067023468 Country of ref document: KR |
|
WWP | Wipo information: published in national office |
Ref document number: 2005739190 Country of ref document: EP |
|
WWE | Wipo information: entry into national phase |
Ref document number: 11596159 Country of ref document: US Ref document number: 2007232395 Country of ref document: US |
|
WWP | Wipo information: published in national office |
Ref document number: 11596159 Country of ref document: US |