WO2007138739A1 - プレーヤ交代操作機能を有するゲーム装置 - Google Patents
プレーヤ交代操作機能を有するゲーム装置 Download PDFInfo
- Publication number
- WO2007138739A1 WO2007138739A1 PCT/JP2007/000552 JP2007000552W WO2007138739A1 WO 2007138739 A1 WO2007138739 A1 WO 2007138739A1 JP 2007000552 W JP2007000552 W JP 2007000552W WO 2007138739 A1 WO2007138739 A1 WO 2007138739A1
- Authority
- WO
- WIPO (PCT)
- Prior art keywords
- player
- game
- virtual space
- common
- players
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Ceased
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
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
- A63F13/245—Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
-
- 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
- A63F13/55—Controlling game characters or game objects based on the game progress
- A63F13/57—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game
- A63F13/577—Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race game using determination of contact between game characters or objects, e.g. to avoid collision between virtual racing cars
-
- 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
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/25—Output arrangements for video game devices
- A63F13/26—Output arrangements for video game devices having at least one additional display device, e.g. on the game controller or outside a game booth
-
- 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
- A63F13/25—Output arrangements for video game devices
- A63F13/28—Output arrangements for video game devices responding to control signals received from the game device for affecting ambient conditions, e.g. for vibrating players' seats, activating scent dispensers or affecting temperature or light
- A63F13/285—Generating tactile feedback signals via the game input device, e.g. force feedback
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/32—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using local area network [LAN] connections
-
- 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
- A63F13/30—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers
- A63F13/33—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections
- A63F13/335—Interconnection arrangements between game servers and game devices; Interconnection arrangements between game devices; Interconnection arrangements between game servers using wide area network [WAN] connections using Internet
-
- 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
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/44—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment involving timing of operations, e.g. performing an action within a time slot
-
- 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
- A63F13/48—Starting a game, e.g. activating a game device or waiting for other players to join a multiplayer session
-
- 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
- A63F2300/1037—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 specially adapted for converting control signals received from the game device into a haptic signal, e.g. using force feedback
-
- 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
- A63F2300/1062—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 specially adapted to a type of game, e.g. steering wheel
-
- 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
- A63F2300/301—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 using an additional display connected to the game console, e.g. on the controller
-
- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/404—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 characterised by details of platform network characterized by a local network connection
-
- 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
- A63F2300/40—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 characterised by details of platform network
- A63F2300/407—Data transfer via internet
-
- 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
- A63F2300/636—Methods for processing data by generating or executing the game program for controlling the execution of the game in time involving process of starting or resuming a 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
- 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
- A63F2300/638—Methods for processing data by generating or executing the game program for controlling the execution of the game in time according to the timing of operation or a time limit
-
- 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
- A63F2300/64—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car
- A63F2300/643—Methods for processing data by generating or executing the game program for computing dynamical parameters of game objects, e.g. motion determination or computation of frictional forces for a virtual car by determining the impact between objects, e.g. collision detection
-
- 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, and relates to a common operation target as a plurality of players (players).
- Patent Document 1 In such a network game system, it has been proposed to set a duplication between specific game devices and operate a character on a game which is a common operation target (Patent Document 1).
- Patent Document 1 depending on whether or not a predetermined alternating reference point has been reached, an operation right is given to another player who inputs an operation signal from another game device from another player who inputs the operation signal from one game device. The process of delegating is shown.
- Patent Document 2 a plurality of computers are connected to a server through a network, and a signal for operating a common character by a plurality of players is transmitted to the server via each computer.
- a game system has been proposed.
- Patent Document 2 shows that in a game system, when a change condition is satisfied, an operation by one player is prohibited and an operation by another player is changed.
- Patent Document 1 and Patent Document 2 are modes in which a game is played using game devices belonging to individual players connected to the network.
- a game device for performing a game simulating a race competition For example, there is a game device that executes a car racing game. Also, different amusement facilities may be connected to the network, and therefore game devices between different amusement facilities may be connected via the network.
- the game apparatus in each amusement facility has a plurality of race car model (car) devices that are almost the size of a real car. Then, the player (player) sits in the driver's seat of the race car and looks at the image displayed on the monitor by the program. , Run the game to compete for the time to reach the goal with a small number of collisions by operating the accelerator and other operating means.
- car race car model
- the operation means for sending an operation signal to the control means for controlling the progress of the game by a program is common to the two players. That process was not done. In other words, only a common operation means is provided for the two players, and the operation by the common operation means can be arbitrarily changed regardless of the progress of the game. could be done.
- Patent Document 1 Japanese Patent Laid-Open No. 2 0 2 _ 2 3 9 2 4 6
- Patent Document 2 International Publication Patent WO 2 0 0 5/0 3 0 3 5 5
- Patent Documents 1 and 2 a virtual race game space is established between a plurality of individually used game devices connected via a network.
- the inventions described in Documents 1 and 2 cannot be applied to a racing game device placed in an amusement facility.
- an object of the present invention is to provide a model device in a common real space between a plurality of players in a game device in which a plurality of players move in the virtual space and a single object is a common operation target.
- the purpose is to provide a game device that realizes the operation change.
- a first aspect of the present invention that solves such a problem is a game device, comprising: an image generation unit that generates an image of an object in a virtual space viewed from an arbitrary viewpoint; and the image generation unit A display means for displaying the generated image, and a single object moving in the virtual space as a common operation target for a plurality of players, and corresponding to each of the plurality of players performing the moving operation of the object.
- a plurality of operation means provided, and a control means for executing a game program for moving the object to be operated as a common operation object in response to operation signals from the plurality of operation means.
- the means In response to an operation signal from the operation means corresponding to one valid player among the plurality of operation means, the means is configured to select the object to be operated as a common operation target.
- the position in the virtual space is changed, and it is determined whether the object object that is the common operation target collides with another object in the virtual space, and the replacement condition is satisfied when the object object collides.
- the objects to be operated as a common operation object in the virtual space It is characterized by performing a replacement process that allows the position to be changed.
- control means may determine that the replacement condition is newly satisfied from the execution time of the replacement process until a predetermined time elapses. However, it may be configured so as not to perform the replacement process.
- control means until the object is moved by a predetermined coordinate distance from the position in the virtual space of the common operation target at the execution time of the substitution process. , It may be configured to control so as not to execute the replacement process.
- a second aspect of the present invention for solving the above problem is a game device, wherein the image generating means generates an image of an object in a virtual space viewed from an arbitrary viewpoint, and the image generating means A display means for displaying an image generated by the control unit, and a single object moving in the virtual space as a common operation target for a plurality of players, and corresponding to each of the plurality of players performing a movement operation of the object And a control means for executing a game program for moving the object to be operated as a common operation object in response to an operation signal from the plurality of operation means. The control means responds to an operation signal from an operation means corresponding to one valid player among the plurality of operation means in front of the object to be operated as a common operation object.
- the position in the virtual space is changed, it is determined whether or not the object that is the common operation target in the virtual space has collided with another object, and when the object collides, the collision
- the movement speed and movement direction of the objects that are the common operation objects at the time are calculated, and different from the operation means corresponding to the one player according to information on at least one of the movement speed and movement direction.
- a replacement process is executed to change the position of the object as the common operation object in the virtual space.
- the operation unit includes a handle and a sensor that detects an operation angle of the handle, and when the control unit determines that the replacement condition is satisfied, the operation unit starts executing the replacement process.
- the handle included in the operation means corresponding to the one player detected by the sensor during the period Based on the operation angle of the other player, the inclination of the handle included in the operation means corresponding to the other player is calculated, and the image generating means corresponds to the other player having the inclination with respect to the calculated reference.
- An image including a handle included in the operating means may be generated and displayed on the display means.
- control means responds to an operation signal from an operation means corresponding to another player different from the operation means corresponding to the one player, and the common operation object The notice that the replacement condition from the one player to the other player occurs during the period until the start of the replacement process that allows the position of the object to be changed in the virtual space to be started. You may make it display on a means.
- the control means when the control means determines that the replacement condition is satisfied, the control means applies the reaction force to the operation means corresponding to the other player to the operation means corresponding to the one player.
- the control means In response to an operation signal from an operation means corresponding to another player different from the above, until the start of the substitution process that allows the position of the object to be operated in common to be changed in the virtual space
- a plurality of period periods are formed and gradually increased in the plurality of period periods so as to approach the reaction force corresponding to the magnitude of the reaction force applied to the operating means corresponding to the one player. It may be configured to be changed and given to the operation means corresponding to the other player.
- a third aspect of the present invention that solves the above problem is a game system in which a plurality of game devices share game information with each other by means of communication, each of the plurality of game devices being , An image generating means for generating an image of an object in the virtual space viewed from an arbitrary viewpoint, a display means for displaying an image generated by the image generating means, and one moving in the virtual space.
- a plurality of operation means provided corresponding to each of the plurality of players who make an object a common operation target for a plurality of players and perform the movement operation of the object object, and another game via the communication means
- the position of the object to be the common operation target is changed in the virtual space, and the object to be the common operation target in the virtual space is changed. It is determined whether or not the object and another object different from the object object collide with each other.
- the object is an object operated by the control means according to the game program
- a replacement process is performed to change the position of the object to be operated as a common operation in the virtual space, and the collision
- the other object is an object to be operated by a plurality of players in other game devices
- the common object is set in response to an operation signal from an operation means corresponding to the one player. The execution of the process of changing the position of the object to be operated in the virtual space in the virtual space is continued.
- a fourth aspect of the present invention that solves the above-described problem is that an image generation unit that generates an image of an object in a virtual space viewed from an arbitrary viewpoint, and an image generated by the image generation unit are provided.
- a control means for controlling the movement of the object to be operated as a common operation object in response to an operation signal from the plurality of operation means.
- the operation between a plurality of players A program for controlling the change of operation on the means, the control means responding to an operation signal from an operation means corresponding to one valid player among the plurality of operation means;
- the position of the object to be operated is moved in the virtual space, and it is determined whether the object to be operated and the other object have collided with each other in the virtual space.
- an operation signal from an operation means corresponding to another player different from the operation means corresponding to the player described above it is determined that the replacement condition is satisfied, and the common operation target is It is characterized in that an alternation process is executed to change the position of the object in the virtual space.
- the effectiveness of the operations of a plurality of players in the model devices in the common real space can be appropriately changed. This makes it possible to maintain interest in a common control target in a game so that a high score can be obtained in cooperation with the plurality of players.
- FIG. 1 is a diagram showing an external front view of a game apparatus for performing a car race to which the present invention is applied.
- FIG. 2 is a top view of the game device of FIG.
- FIG. 3 is a diagram showing the form of one cockpit model.
- FIG. 4 is a perspective view for facilitating understanding of the mechanism of one cockpit model shown corresponding to FIG. 3.
- FIG. 5 is a diagram showing that the application of the present invention is not limited to a game device provided in one amusement facility.
- FIG. 6 is a functional block diagram corresponding to the configuration of FIG.
- FIG. 7 is a configuration example of the game pod in FIG.
- FIG. 8 is a diagram for explaining the functions of an IZO board that cooperates with the game board whose configuration example is shown in FIG. 7 and an actual user control pod.
- FIG. 9 is a flowchart showing a flow from the start of the game to the end of the game.
- FIG. 11 is a diagram showing an example of driver replacement conditions.
- FIG. 12A is a diagram showing a configuration example (part 1) of a notification process and a standby processing period.
- FIG. 12B is a diagram showing a configuration example (part 2) of the notification process and the standby processing period.
- FIG. 12C is a diagram showing a configuration example (part 3) of the notification process and the standby processing period.
- FIG. 1 is a diagram showing an external front view of a game apparatus that performs a car race to which the present invention is applied.
- Figure 2 is a top view of a similar game device.
- a plurality of (four cars as an example) racing car cockpit models 11 to 14 are provided in parallel.
- Projector screens 2 1 to 2 4 are displayed on the front of each of the cockpit models 1 1 to 1 4 to display a virtual three-dimensional space racing course formed from the viewpoint of the vehicle as the program progresses.
- each of the cockpit models 1 1 to 1 4 is equipped with coin inlets 3 1 to 3 4 required to participate in the game.
- a panel display device 4 and an image display device 5 for displaying a player image or a game image are arranged adjacent to the panel display device 4.
- speakers 6 1 and 6 2 are provided on the left and right.
- a control unit 7 for comprehensive control of the entire game system.
- FIG. 3 shows a common cockpit model form.
- two players sit in a single cockpit model as a pair, and steering (steering) as operating means provided for the players is 1 0 0 A, 1 0 0 Operate B, accelerator pedal 1 0 1 A, 1 0 1 B, brake pedal 1 0 2 A, 1 0 2 B.
- the shift lever 1 1 0 is commonly used for two players.
- control is performed so as to switch the effectiveness of the output of the operation means provided when a predetermined condition is satisfied as a change of a player.
- the operation means output of only the player on the side of the change is valid, but an example of such player change control will be described later.
- the cockpit model is equipped with a wide-angle CCD camera 120 that can capture images of two players simultaneously.
- the video signal picked up by the C CD camera 1 2 0 is displayed on the image display device 5 shown in FIG.
- a panel display device 4 is provided adjacent to the image display device 5.
- This panel display 4 displays game information according to the progress of the game, for example, information such as ranking information during the race. Further, the panel display device 4 simultaneously displays a display for associating the image displayed on the image display device 5 with the game information. Since this indication is not directly related to the present invention, further explanation is omitted.
- FIG. 4 is a perspective view for facilitating understanding of the mechanism of one cockpit model shown corresponding to FIG. Note that the rear cover is removed to show the vibration mechanism.
- the seats 10 3 A and 1 0 3 B on which two players sit are Two cylinders 104A and 104B are provided to give the player a virtual feeling when driving a car race by applying tilt or vibration in accordance with the progress of the car.
- FIG. 5 is a diagram showing that the application of the present invention is not limited to a game device provided in one amusement facility.
- multiple play facilities GS 1 and GS 2 ⁇ ⁇ -G Sn are connected via a network NW.
- the game device shown in FIG. 1 is arranged in each of a plurality of amusement facilities G S 1, GS 2- ⁇ -GS n.
- a racing game can be executed in a virtual racing space between multiple model devices connected via a network NW.
- the game device in any one of the play facilities GS 1 to GS n functions as a game master machine (server), and the game devices as other clients are synchronized. Be controlled.
- FIG. 6 is a functional block diagram corresponding to the configuration of FIG. 1, which is one game device placed in such amusement facilities GS 2 to GS n. Since connection control between the game facilities GS 2 to GS n is not directly related to the control in the present invention, communication connection with other game devices is not shown in FIG.
- control circuit function units 201 to 204 having the same configuration are provided.
- the control circuit function units 201 to 204 are connected by LAN through HUB 210.
- Each of the control circuit function units 201 to 204 has a game board 212 for storing and executing a program.
- the game pods 21 2 in the cockpit models 11 to 14 are connected to each other via a hub 210.
- One game pod 21 2 in the cockpit model 1 1 to 14 is the master one pod, and game data is collected from the game board 21 2 which is the slave board of the other cockpit model, and the ranking is calculated. The calculation results are returned from the master pod to the game pod of the cockpit model that serves as the slave board. [0045] Therefore, each game port 2 12 in the cockpit models 11 to 14 can always share data in the game system. As a result, even if the master board goes down, the game pod 2 1 2 of the cockpit model that was another slave board can easily become the master pod.
- Input I ZO Pod 2 1 3 detects the movement of accelerator pedal 1 0 1 A, 1 0 1 B, brake pedal 1 0 2 A, 1 0 2 B and shift lever 1 1 0 Receive the signal to send to the game board 2 1 2.
- an actuator control board 2 1 notifies the game state of each of the cockpit models 1 1 to 14 to the main control board 2 0 0, and cooperates with the main control board 2 0 0 It controls the actuators (cylinders 10 4 A, 10 4 B: Fig. 4) that move dynamically according to the progress of the game and give the player the feeling of driving an actual vehicle.
- the main control board 2 0 0 controls the video switch board 2 0 5 and the I ZO port 5 0 4 of the panel display device 4. These main control board 200 and video switch board 205 are included in the control section 7 shown in FIG.
- the video switchboard 205 inputs the image signal of the CCD camera 1 2 0 provided in each of the cockpit models 1 1 to 14 and is switched by the main control board 2 0 0 to control the image. Send display signal to display device 5. Therefore, the image of the player imaged by the CCD camera 1 20 in any of the cockpit models 1 1 to 14, which is switched and selected by the video switch port 2 5 5, is displayed on the image display device 5.
- the video signal sent from the main control port 2 1 4 is selected by the main control port 2 0 0 and the video switch port 2 0 is selected. 5 is sent to and displayed on the image display device 5.
- the main control board 200 is displayed on the image display device 5. Sends to the I ZO Pod 500 of the panel display 4 to display the information signal for the displayed image.
- the 10 pod 500 Based on the signal sent from the main control board 200, the 10 pod 500 sends a lighting control signal to the light source 501 of the corresponding panel display device 4. As a result, information display that associates the images displayed on the image display device 5 can be performed on the panel display device 4.
- FIG. 7 is a configuration example of the game board 212 in FIG.
- the program-data storage device 221 stores programs and data (including video and audio data). This may consist of an external DVD-ROM or the like.
- the CPU 222 performs program execution, coordinate control for overall system control and image display, and the like.
- the system memory 223 stores programs and data necessary for the CPU 222 to perform processing. Programs and data necessary for starting Game Pod 2 1 2 are stored in the boot ROM 224.
- a bus arbiter 225 for controlling the flow of programs and data with each block of the game board 21 2 and devices connected to the outside through the IZO interface 220 (10 pod 21 3 and the actuator controller pod 201). These are connected to the bus.
- a rendering processor 226 is connected to the bus, and the video (movie) data read from the program data storage device 221 and images to be generated according to the operation by the player and the progress of the game are monitored by the rendering processor 226. (Projector screen) Displayed on 21, 22, 23, 24.
- the graphic data and the like necessary for the rendering processor 226 to generate an image are stored in the Dallas memory 227.
- a sound processor 228 is connected to the bus, and music data read from the program data storage device 221 and sound effects and voices to be generated according to player operations and game progress are generated by the sound processor 228. Control point The voice is displayed on the speakers 61 and 62 by being processed by the first 200.
- Sound data and the like necessary for the sound processor 228 to generate sound effects and sounds are stored in the sound memory 229.
- FIG. 8 is a diagram for explaining the functions of the I ZO port 213 linked to the game board 21 2 shown in the configuration example of FIG.
- the accelerator 1 01 A (1 01 B) and the brake 1 02 A (1 02 B) are each configured to output an operation signal corresponding to the amount of depression.
- the handle 1 00A (1 00B) is configured to output an operation signal in an amount corresponding to the operation angle. Furthermore, the shift key 110 corresponding to the shift lever outputs an operation signal corresponding to the switching position.
- Operation signals based on player operations on these operation means are input to the I ZO port 213.
- 10 0 pod 21 3 obtains a status signal from game board 21 2, that is, information on which side of the two players is valid, and sends an operation signal on the valid side to game board 21 2.
- the game board 21 2 provides information on which side of the two players is enabled to the handle control switching port 1 31 provided with the handle 1 00A (1 00 B). , Send to the actual control port 21 4.
- the steering wheel control switching pod 1 31 sends a drive command to the motor driving board 1 3 OA (1 3 OB), which is valid when the specified conditions are met, based on the information sent from the game pod 21 2. And rotate the handle 1 00A (1 0 OB) by applying a motor driving force. This gives the player a virtual sensation of being shocked by the steering wheel while the game is running.
- the character control board 21 4 has the right and left character control boards 1 1 4A (1 1 in accordance with a predetermined program under predetermined conditions based on information sent from the game board 21 2. 4 Send a drive command to B) to control the vertical movement of cylinder 104A (104B).
- the driver seat 10 3 A (1 0 3 B) can be given a pitching or rolling motion, giving it a virtual sensation of being impacted by the car body during game play.
- the present invention is applied to different game facilities in the above description between players sitting on the four racing car models shown in Fig. 1 or through the network NW in Fig. 5. It is not limited to assuming a racing car operated by another player as an opponent for a racing game between GS 1 to GS n game devices.
- FIG. 9 and FIG. 10 are diagrams showing the player change control flow.
- Fig. 9 shows the flow from the start of the game to the end of the game
- Fig. 10 shows the operation flow of the player (driver) change event processing in Fig. 9.
- FIG. 9 and FIG. 10 The processing of FIG. 9 and FIG. 10 is executed by controlling CPU 2 2 2 by the program stored in the game data storage device 2 2 1 of the game pod 2 1 2.
- event processing is always executed at a predetermined time interval, for example, once every frame.
- step SO input (step SO) from the operating means (handle, accelerator, brake) is monitored, image processing in the game according to the program, and drive processing to the actuator (step S1) .
- image processing corresponding to the control of the speed of the racing car to be operated and the direction of travel is executed.
- a driver change condition is detected.
- An example of driver replacement conditions is shown in Fig. 11. In Fig. 11, the conditions indicated by ⁇ are driver replacement conditions.
- Step S2 if the alternation position distance (distance for alternation position adjustment) has passed within a predetermined branch point on the course placed during the race, it is determined that the alternation condition is met (step S). 2, YES).
- step S5 it is determined that the moment of collision with another vehicle or a wall matches the replacement condition (step S5, YES).
- such a collision is determined when the coordinate position in the virtual space between the vehicle to be operated and the other vehicle or an opposing object such as a wall is in a predetermined relationship (for example, matching). Judge as a collision.
- a collision determination method for example, as shown in the paragraph (0 0 0 2 7, 0 0 2 8) of Japanese Patent Laid-Open No. 9-3 2 5 6 8 4, an object (race car) in the virtual space is used.
- the area for collision detection for example, a spherical pole or a box-shaped area
- the control means can also determine the collision of the object by calculating whether this area overlaps the area covering another object (there is an intersection).
- step S3 If it is determined that the driver replacement condition is met, it is determined whether or not the replacement event is being activated (step S3, step S6), and if it is a new replacement event ( In step S3, step S6, NO), the replacement event processing is started (step S4, step S7).
- the impact state of the race car that is the operation target at that time (specifically, the movement of the object)
- the replacement process may be performed on the condition of the direction and the moving speed.
- step S 20 it is determined whether the game mode is in effect (step S 20), and if not in the game mode, the event processing is closed (step S 21).
- “in game mode” means an actual game, that is, a state other than a goal or game over.
- step S22 If in the game mode (step S20, YES), it is determined whether or not it is a notification process (step S22). If it is a notification process, a notification process is performed (step S 23). Pre-announce for a specified period that the driver will be replaced by the notification process.
- step S24 ends (step S24, YES)
- the process shifts to the player substitution process, that is, the substitution process execution start (step S26).
- Player replacement processing is processing for switching between enabling and disabling operation signals (or switching inputs) from operation means corresponding to the player.
- step S26 When the player change process (step S26) is performed, the process proceeds to a standby process (step S27).
- the operation signal of the new player changed by the change process becomes valid, but a predetermined grace time is given to the new player changed by the wait process. In other words, no new replacement event occurs during the grace period.
- step S29 When the standby time is over (step S29, YES), the event is closed (step S21).
- FIGS. 12A to 12C are configuration examples of the notification process I, the replacement process 11, and the subsequent processing period I II.
- the A column is a notification message displayed on the monitor 21 (22, 23, 24), and the B column is a message notifying the player by sound.
- a predetermined scene image corresponding to the progress of the game is generated according to the program and displayed on the monitor 21 (22, 23, 24).
- step S 1 The processing of the above-described processing steps is repeated until the game ends (step S 1 ).
- the standby process (Figs. 12 to 12C: II (step S27) is performed.
- the specified time about 2.5 X seconds
- new substitution processing is executed even if a new substitution processing condition occurs.
- the waiting process period (III) is the period from the current coordinate position to the specified coordinate distance, and it can be controlled not to perform the alternation process when a new alternation condition occurs.
- step S27 the state of the handle as the operation means given to one player at the time of changeover, that is, the steering angle of the handle or the reaction force (reaction) given to the handle is also transferred to another player after the change. Is preferable to increase the continuity of the game.
- sensors encoders 100Aa, 100Ba in the example shown in Fig. 8 are provided to detect the operating angle associated with the handles 10OA, 1OOB.
- the replacement condition is satisfied (steps S2, S5, YES: Fig. 9, ST: Fig. 12A to Fig. 12C)
- the CPU 222 of the game port 21 2 calculates the inclination of the handle 100 B corresponding to the other player with respect to the reference.
- the calculated tilt angle of the handle is displayed on the monitor 21. This makes it possible for the player who has been replaced to grasp the state of the handle.
- vibration motors 100 Ab and 1 OOB b attached to the handles 10 OA and 100 B are provided to provide reaction force (reaction) to the handles.
- reaction force (reaction) given to the handle 10 OA corresponding to the one player is given to the handle 1 OOB corresponding to the other player after the change, the reaction of the same magnitude is given. In the other It is difficult for the player to deal with it.
- the reaction force to the operation means (handle) corresponding to the other player is expressed as the notification period (I: FIG. 12).
- ⁇ FIG. 12C) is formed in a plurality of period periods up to a predetermined time X, and the reaction force corresponding to the magnitude of the reaction force applied to the operating means corresponding to the one player is It is given to the handle corresponding to the other player while changing so as to gradually increase in a plurality of cycle periods. This makes it easier for players to take action after the change.
Landscapes
- Engineering & Computer Science (AREA)
- Multimedia (AREA)
- Human Computer Interaction (AREA)
- Theoretical Computer Science (AREA)
- Processing Or Creating Images (AREA)
Priority Applications (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| EP07737208A EP2027897A4 (en) | 2006-05-25 | 2007-05-23 | GAME MACHINE EQUIPPED WITH PLAYER CHANGE FUNCTION |
| US12/313,890 US20090082077A1 (en) | 2006-05-25 | 2008-11-25 | Game machine having player change operation function |
Applications Claiming Priority (2)
| Application Number | Priority Date | Filing Date | Title |
|---|---|---|---|
| JP2006-145842 | 2006-05-25 | ||
| JP2006145842A JP4821436B2 (ja) | 2006-05-25 | 2006-05-25 | プレーヤ交代操作機能を有するゲーム装置 |
Related Child Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| US12/313,890 Continuation US20090082077A1 (en) | 2006-05-25 | 2008-11-25 | Game machine having player change operation function |
Publications (1)
| Publication Number | Publication Date |
|---|---|
| WO2007138739A1 true WO2007138739A1 (ja) | 2007-12-06 |
Family
ID=38778266
Family Applications (1)
| Application Number | Title | Priority Date | Filing Date |
|---|---|---|---|
| PCT/JP2007/000552 Ceased WO2007138739A1 (ja) | 2006-05-25 | 2007-05-23 | プレーヤ交代操作機能を有するゲーム装置 |
Country Status (4)
| Country | Link |
|---|---|
| US (1) | US20090082077A1 (enExample) |
| EP (1) | EP2027897A4 (enExample) |
| JP (1) | JP4821436B2 (enExample) |
| WO (1) | WO2007138739A1 (enExample) |
Families Citing this family (12)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP2008043484A (ja) * | 2006-08-14 | 2008-02-28 | Namco Bandai Games Inc | プログラム、情報記憶媒体、及びゲームシステム |
| JP2009273758A (ja) * | 2008-05-16 | 2009-11-26 | Sega Corp | ゲーム装置 |
| JP5439741B2 (ja) * | 2008-05-16 | 2014-03-12 | 株式会社セガ | ゲーム装置 |
| JP2010068932A (ja) * | 2008-09-17 | 2010-04-02 | Sega Corp | ゲーム装置及び、ゲームの実行を制御するプログラム |
| JP5333848B2 (ja) * | 2009-06-19 | 2013-11-06 | 株式会社セガ | ゲーム装置 |
| WO2011010414A1 (ja) * | 2009-07-21 | 2011-01-27 | 株式会社ソニー・コンピュータエンタテインメント | ゲーム装置 |
| JP5548179B2 (ja) * | 2011-10-07 | 2014-07-16 | 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、および、プログラム |
| JP5535182B2 (ja) * | 2011-11-25 | 2014-07-02 | 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、ならびに、プログラム |
| JP6147535B2 (ja) * | 2013-03-26 | 2017-06-14 | 任天堂株式会社 | ゲームシステム、ゲーム装置、ゲームプログラム、およびゲーム処理方法 |
| JP6254398B2 (ja) * | 2013-09-11 | 2017-12-27 | 株式会社バンダイナムコエンターテインメント | プログラム及びゲーム装置 |
| HK1212145A2 (en) * | 2015-04-14 | 2016-06-03 | 添利国际发展有限公司 | Driving game seat apparatus |
| JP6461289B2 (ja) * | 2017-11-17 | 2019-01-30 | 株式会社バンダイナムコエンターテインメント | ゲームシステム |
Citations (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH09325684A (ja) | 1996-06-06 | 1997-12-16 | Namco Ltd | 3次元シミュレータ装置 |
| WO1998015329A1 (en) * | 1996-10-09 | 1998-04-16 | Sega Enterprises, Ltd. | Game apparatus, method of processing game, game execution method, and game system |
| JP2000102672A (ja) * | 1998-09-28 | 2000-04-11 | Konami Co Ltd | ビデオゲーム装置、ビデオゲームにおけるゲーム画面の視点切替方法及びビデオゲームにおけるゲーム画面の視点切替プログラムが記録された可読記録媒体 |
| JP2000334168A (ja) * | 1999-05-26 | 2000-12-05 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2002239246A (ja) | 2001-02-19 | 2002-08-27 | Square Co Ltd | ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。 |
| JP2003010546A (ja) * | 2001-06-27 | 2003-01-14 | Konami Co Ltd | ゲーム進行制御プログラム、ゲーム進行制御方法及び装置 |
| JP2003320167A (ja) * | 2002-05-01 | 2003-11-11 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
| WO2005030355A1 (ja) | 2003-09-25 | 2005-04-07 | Sega Corporation | ゲームシステム |
Family Cites Families (4)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JP3428151B2 (ja) * | 1994-07-08 | 2003-07-22 | 株式会社セガ | 画像表示装置を用いた遊戯装置 |
| JPH09167253A (ja) * | 1995-12-14 | 1997-06-24 | Olympus Optical Co Ltd | 映像表示装置 |
| JP2001038049A (ja) * | 1999-07-30 | 2001-02-13 | Sega Corp | ゲーム装置 |
| JP2001246165A (ja) * | 2000-03-07 | 2001-09-11 | Konami Co Ltd | ゲーム機用回転操作装置 |
-
2006
- 2006-05-25 JP JP2006145842A patent/JP4821436B2/ja not_active Expired - Fee Related
-
2007
- 2007-05-23 WO PCT/JP2007/000552 patent/WO2007138739A1/ja not_active Ceased
- 2007-05-23 EP EP07737208A patent/EP2027897A4/en not_active Withdrawn
-
2008
- 2008-11-25 US US12/313,890 patent/US20090082077A1/en not_active Abandoned
Patent Citations (8)
| Publication number | Priority date | Publication date | Assignee | Title |
|---|---|---|---|---|
| JPH09325684A (ja) | 1996-06-06 | 1997-12-16 | Namco Ltd | 3次元シミュレータ装置 |
| WO1998015329A1 (en) * | 1996-10-09 | 1998-04-16 | Sega Enterprises, Ltd. | Game apparatus, method of processing game, game execution method, and game system |
| JP2000102672A (ja) * | 1998-09-28 | 2000-04-11 | Konami Co Ltd | ビデオゲーム装置、ビデオゲームにおけるゲーム画面の視点切替方法及びビデオゲームにおけるゲーム画面の視点切替プログラムが記録された可読記録媒体 |
| JP2000334168A (ja) * | 1999-05-26 | 2000-12-05 | Namco Ltd | ゲームシステム及び情報記憶媒体 |
| JP2002239246A (ja) | 2001-02-19 | 2002-08-27 | Square Co Ltd | ビデオゲーム装置およびその制御方法、ならびにビデオゲームのプログラムおよびそのプログラムを記録したコンピュータ読取り可能な記録媒体。 |
| JP2003010546A (ja) * | 2001-06-27 | 2003-01-14 | Konami Co Ltd | ゲーム進行制御プログラム、ゲーム進行制御方法及び装置 |
| JP2003320167A (ja) * | 2002-05-01 | 2003-11-11 | Nintendo Co Ltd | ゲーム装置およびゲームプログラム |
| WO2005030355A1 (ja) | 2003-09-25 | 2005-04-07 | Sega Corporation | ゲームシステム |
Non-Patent Citations (2)
| Title |
|---|
| "Outrun 2 Special Tours SDX", GEKKAN AMUSEMENT JOURNAL, vol. 6, no. 10, 30 September 2006 (2006-09-30), pages 146, XP003019718 * |
| See also references of EP2027897A4 |
Also Published As
| Publication number | Publication date |
|---|---|
| EP2027897A1 (en) | 2009-02-25 |
| JP2007313023A (ja) | 2007-12-06 |
| US20090082077A1 (en) | 2009-03-26 |
| EP2027897A4 (en) | 2012-10-17 |
| JP4821436B2 (ja) | 2011-11-24 |
Similar Documents
| Publication | Publication Date | Title |
|---|---|---|
| WO2007138739A1 (ja) | プレーヤ交代操作機能を有するゲーム装置 | |
| JP4395902B2 (ja) | 画像処理方法及び、これを利用した画像処理装置 | |
| JP3833099B2 (ja) | ゲーム機の制御装置及び制御方法及びコンピュータ読み取り可能な制御プログラム | |
| US20070265074A1 (en) | Game program and game apparatus | |
| JP2020511218A (ja) | ゲームプレー型乗り物車両システム及び方法 | |
| KR100648539B1 (ko) | 게임 장치 | |
| GB2441042A (en) | Relay race game system | |
| JP4617797B2 (ja) | ゲームプログラム | |
| JP3523544B2 (ja) | 自動車競技ゲームのプログラムを記録した記憶媒体 | |
| JP5439741B2 (ja) | ゲーム装置 | |
| JP3890575B2 (ja) | 画像処理装置、画像処理方法及びゲーム装置並びに遊戯装置 | |
| JP4212015B2 (ja) | 画像生成装置及び情報記憶媒体 | |
| JP2010068932A (ja) | ゲーム装置及び、ゲームの実行を制御するプログラム | |
| JP3770290B2 (ja) | 画像処理装置、遊戯施設及び遊戯施設用乗り物 | |
| JPH11347249A (ja) | 画像生成装置及び情報記憶媒体 | |
| HK1122522A (en) | Game machine having player change operation function | |
| JPH11143353A (ja) | シミュレータ、画像生成装置及び情報記憶媒体 | |
| JP2009273758A (ja) | ゲーム装置 | |
| JP3403505B2 (ja) | ゲーム装置およびその移動体制御方法 | |
| JP2009131301A (ja) | プレーヤ交代操作機能を有するゲーム装置 | |
| JP4001434B2 (ja) | ゲーム装置及び情報記憶媒体 | |
| JP4826923B2 (ja) | ゲーム装置 | |
| KR100422311B1 (ko) | 시뮬레이션 기기의 조종장치 및 제어방법 | |
| JPS62286490A (ja) | 動画表示遊戯機 | |
| JPH0239510Y2 (enExample) |
Legal Events
| Date | Code | Title | Description |
|---|---|---|---|
| 121 | Ep: the epo has been informed by wipo that ep was designated in this application |
Ref document number: 07737208 Country of ref document: EP Kind code of ref document: A1 |
|
| WWE | Wipo information: entry into national phase |
Ref document number: 2007737208 Country of ref document: EP |
|
| NENP | Non-entry into the national phase |
Ref country code: DE |