WO2009139147A1 - Game device - Google Patents

Game device Download PDF

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Publication number
WO2009139147A1
WO2009139147A1 PCT/JP2009/002057 JP2009002057W WO2009139147A1 WO 2009139147 A1 WO2009139147 A1 WO 2009139147A1 JP 2009002057 W JP2009002057 W JP 2009002057W WO 2009139147 A1 WO2009139147 A1 WO 2009139147A1
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WO
WIPO (PCT)
Prior art keywords
control
accelerator pedal
special state
game device
signal corresponding
Prior art date
Application number
PCT/JP2009/002057
Other languages
French (fr)
Japanese (ja)
Inventor
杉森裕司
町田裕孝
後藤智之
八島音生
三好正行
Original Assignee
株式会社セガ
Priority date (The priority date 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 date listed.)
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Publication date
Application filed by 株式会社セガ filed Critical 株式会社セガ
Publication of WO2009139147A1 publication Critical patent/WO2009139147A1/en

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    • A63F13/10
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/24Constructional details thereof, e.g. game controllers with detachable joystick handles
    • A63F13/245Constructional details thereof, e.g. game controllers with detachable joystick handles specially adapted to a particular type of game, e.g. steering wheels
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/40Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
    • A63F13/42Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/45Controlling the progress of the video game
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/80Special adaptations for executing a specific game genre or game mode
    • A63F13/803Driving vehicles or craft, e.g. cars, airplanes, ships, robots or tanks
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/1062Features 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
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/60Methods for processing data by generating or executing the game program
    • A63F2300/6045Methods for processing data by generating or executing the game program for mapping control signals received from the input arrangement into game commands
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/80Features 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
    • A63F2300/8017Driving on land or water; Flying

Definitions

  • the present invention relates to a game apparatus, and more particularly, to a game apparatus using an operation means provided in a main body simulating a car or the like as an input means for an image processing apparatus.
  • a game device that is placed in an amusement facility and executes a car racing game.
  • a game apparatus includes a main body simulating a driver's seat of a car, and includes a handle, an accelerator, and a brake pedal as input means.
  • a game apparatus includes an image processing apparatus, and causes the control unit to function as an image generation unit by executing a program. Then, based on the input signal from the input means operated by the player, the image generating means generates image data that changes in accordance with the program and displays it on the display means.
  • a car is driven on a course road simulating a racing course displayed on the image, and a player operates the operation means to clear the condition within a predetermined time and reach a goal. Compete for the time to reach.
  • Patent Document 1 includes a moving image display gaming machine that includes a main body that imitates a cockpit of a vehicle, and that includes image display means that forms image information and displays an image for a player sitting on the main body. It is shown.
  • Patent Document 1 enables the main body simulating the cockpit of a vehicle to swing according to the movement of the body when the player steers the actual vehicle, It is shown that the vehicle image displayed on the image display means is controlled to change in response to the swing.
  • an object of the present invention is to provide a game device that realizes a race game that forms a change requiring a higher level of judgment and a complicated operation technique for a player on a course.
  • the present invention provides a player with a great obstacle condition and makes it more fun for a player by competing with an object displayed on the screen, for example, a competition car, to pass the step obstacle with less loss.
  • An object of the present invention is to provide a game device that provides
  • a first aspect for solving the above-described problems of the present invention is a game apparatus that displays an image of an object moving in a virtual three-dimensional space on a two-dimensional surface in response to an operation on a player's operation means.
  • a handle, an accelerator pedal, and a brake pedal are provided for control by a person. *
  • the control means controls the moving direction of the object based on an operation signal corresponding to the operation of the handle when the object is in a normal state of moving in contact with a reference plane, and the accelerator pedal and When the object is in a special state in the three-dimensional space away from the reference plane, based on the operation signal corresponding to the depression operation of the brake pedal, to control the acceleration or deceleration of the movement of the object.
  • the rolling of the object is controlled based on the operation signal corresponding to the operation of the handle, and the pitching of the object is controlled based on the operation signal corresponding to the depression operation of the accelerator pedal.
  • the moving speed of the object when passing through a predetermined position in the virtual three-dimensional space is more than a predetermined speed under the condition that the object transitions from the normal state to the special state.
  • the control means determines that the moving speed is higher than the predetermined speed, and executes the rolling control and the pitching control from the normal state to the special state of the object.
  • control means is configured to increase pitching when the accelerator pedal is depressed more than a threshold value when the object is in a special state, at a constant rotational speed.
  • the process of directing the tip of the object downward may be executed as control to reduce pitching.
  • control means when the object is in a special state, performs a process of directing the tip of the object downward at a constant rotational speed as control for reducing pitching when the brake pedal is depressed more than a threshold value.
  • control means determines the posture of the object based on virtual three-dimensional coordinates of a plurality of predetermined portions of the object when the object is in a special state, and the object is moved from the special state to the reference. You may comprise so that the moving speed of the said object may be changed based on the said attitude
  • FIG. 2 is a diagram for explaining control according to the present invention that is executed in the game device of FIG. 1, and is a schematic diagram of a course cross section. It is a figure which shows the flow of a process in the point of a jump stand when a vehicle drive
  • the present invention can be applied to various vehicles, that is, objects traveling on a course in a virtual three-dimensional space. It will be described as a car having.
  • FIG. 1 is a configuration example of a game board 1 provided in a game device to which the present invention is applied.
  • the program data storage device 13 stores programs and data (including video / audio data). This may be composed of an external DVD-ROM or the like.
  • the CPU 11 is a processor that executes game programs, controls the entire system, calculates coordinates for image display, and the like.
  • the system memory 12 stores programs and data necessary for the CPU 11 to perform processing. Furthermore, data during game execution, such as information on the driver of a racing car that is operated in a virtual three-dimensional space and operated by a player, and travel distance, are generated and temporarily stored in the system memory 12.
  • the programs and data necessary for starting up the game board 1 are stored in the boot ROM 14.
  • each block of the game board 1 and a bus arbiter 15 that controls the flow of programs and data with the operation means 4 such as a handle, an accelerator, and a brake connected to the outside through the I / O interface 10 are provided. It is connected to the.
  • the rendering processor 16 is further connected to the bus. Video data read from the program data storage device 13 and image data to be generated according to the player's operation or game progress are generated by the rendering processor 16 and rendered in the graphic memory 17. Next, image data is read from the graphic memory 17 and displayed on the monitor 2.
  • Graphic data necessary for the rendering processor 16 to generate an image is stored in the graphic memory 17.
  • a sound processor 18 is connected to the bus, and music data read from the program data storage device 13 and sound effects and sounds to be generated according to the player's operation and game progress are generated by the sound processor 18. A sound is displayed on the speaker 3.
  • Sound data and the like necessary for the sound processor 18 to generate sound effects and sounds are stored in the sound memory 19.
  • the present invention is characterized by control on a course in a car racing game using an automobile as an embodiment, which is executed by the game apparatus shown in FIG.
  • FIG. 2 is a diagram for explaining the control according to the present invention executed in the game device of FIG. 1, and is a schematic view of a course cross section.
  • a large undulation (jump base) 101 is formed at a predetermined position on the course 100.
  • a car 110 controlled by a player travels on a course 100 in the direction of an arrow.
  • the CPU 11 as the control means grasps the jump position of the car of the jump base 101, for example, the coordinate position in the virtual three-dimensional space of the highest position of the jump base 101 for each frame, and holds it in the system memory 12 according to the game program.
  • FIG. 3 is a diagram showing a processing flow at the point of the jumping base 101 when the car 110 travels on such a course 100.
  • the CPU 11 determines whether or not the car 110 is passing through a point that is a coordinate position in the virtual three-dimensional space of the highest position of the jump base 101 (step S1). .
  • each object in the three-dimensional space including the course 100 and the car 110 is formed by a plurality of polygons, and the vertices of each polygon have (x, y, z) coordinate values in the virtual three-dimensional space. ing. Further, a virtual wall (screen) that is not displayed is formed at the highest position of the jump base 101 on the course 100.
  • the CPU 11 determines whether or not the coordinates set on the car 110 (coordinates indicating the position of the object in the virtual three-dimensional space) match the coordinate position of the invisible wall set at the highest position of the jump base 101. To determine whether or not the car 110 is passing the point (step S1).
  • Step S2 when it is determined that the car 110 is passing the point (Step S1, Yes), the speed when passing the point of the car 110 is obtained, and it is determined whether or not the speed is equal to or higher than the predetermined speed (Step S2).
  • the speed of the car 110 is controlled by acceleration based on a signal corresponding to the depression / depression of the accelerator pedal, which is an operation means installed in the main body imitating the driver's seat where the player rides, and is controlled by the signal corresponding to the depression of the brake pedal. Is done.
  • the speed setting method for the vehicle 110 is determined depending on the program in car racing.
  • step S3 In the determination in the previous steps S1 and S2, when the passing point is not passed (step S1, No) and when the passing speed does not exceed the predetermined speed (step S2, No), the normal state Drive control (step S3).
  • the vehicle 110 in the normal state of the drive control, the vehicle 110 is accelerated by the amount of depression of the accelerator pedal operated by the player as described above and is decelerated by the amount of depression of the brake according to the game program. Further, the traveling direction of the vehicle 110 is determined by the rotation of the steering wheel, and the deceleration process is further performed by the brake pedal.
  • the player can use the boost function to increase the speed when passing the point.
  • the player together with the accelerator pedal, predicts the passing point and turns on the boost button.
  • the CPU 110 can set the acceleration of the car 110 to be larger, and thereby the car 110 can pass through the car 110 at a predetermined speed or higher.
  • step S3 when the speed of the vehicle 110 when passing through the point exceeds the predetermined speed (step S2, Yes), drive control in a special state is performed (step S4).
  • FIG. 4 is a process flow of such special state drive control.
  • step S40 when the special state drive control is set, the special posture control is enabled (step S40).
  • This special posture control is control when the vehicle 110 jumps out from the jumping base 101 at a predetermined speed or more and the vehicle 110 is in a flight state.
  • the vehicle 110 is tilted back and forth (pitching) or tilted left and right (rolling) depending on the control state. ) State. Therefore, when the car 110 lands on the course, the player controls the forward / backward inclination (pitching) or the left / right inclination of the car 110 so that the vehicle body lands parallel to the course 100. become.
  • the operation means are used to change the direction of the left and right, the accelerator pedal is used to increase the moving speed, and the brake pedal is used to control the decrease in moving speed.
  • the special attitude control uses operation means as follows.
  • the steering wheel is used to control the roll (left / right tilt), and the accelerator pedal is used to control the pitch (front / back tilt).
  • the CPU 11 performs the following processing for each frame of the image.
  • a line is drawn vertically in a three-dimensional space from the coordinates of a plurality of parts set in the car 110 (for example, parts corresponding to four tires of the car 110 as shown in FIGS. 5 and 6) Find the coordinate point that intersects the top surface (ground).
  • FIG. 5 and FIG. 6 are diagrams showing examples of the state of the left and right inclinations and the front and rear inclinations of the car 110 that is jumped out of the jumping base 101 and is in the air.
  • FIG. 5A shows a state in which the left and right tires are both in contact with the ground of the course 100
  • FIG. 5B shows a state in which the left tire is separated from the ground of the course 100
  • FIG. (E) shows a state in which the left tire is separated from the ground of the course 100
  • (d) shows a state in which the course 100 is inclined, but both left and right tires are in contact with the ground of the course 100.
  • the course 100 is tilted and the left tire is away from the ground of the course 100.
  • FIG. 6 shows a state where the front and rear tires are both in contact with the ground of the course 100
  • (b) shows a state where the front tire is separated from the ground of the course 100
  • (c) shows a state in which the rear tire is separated from the ground of the course 100
  • (d) shows a state in which the course 100 is tilted but both the front and rear tires are in contact with the ground of the course 100
  • (E) shows a state in which the course 100 is inclined and the rear tire is separated from the ground of the course 100.
  • a line is drawn directly from each of the four tires, and the three-dimensional coordinates of the point in contact with the ground of the course 100 are obtained.
  • the coordinate points of the four tires whose lines are drawn directly below are also grasped by the CPU 11 for each frame according to the game program.
  • step S41 it is determined whether the forward / backward inclination of the car 110 is parallel to the ground of the course 100 based on the inclination of the car 110 obtained by calculation as described above (step S41). When it is not parallel (step S41, No), it is determined as bad landing (step S41A).
  • step S41 When it is determined that the forward / backward inclination of the car 110 is parallel to the ground of the course 100 (step S41, Yes), it is determined whether the left / right inclination of the car 110 is parallel to the ground of the course 100 (step S42). .
  • step S42A If the forward / backward inclination is parallel to the ground of the course 100 but the left / right inclination is not parallel to the ground of the course 100 (No in step S42), it is determined that the landing is good (landing) (step S42A).
  • step S42 when the forward / backward inclination and the left / right inclination are parallel to the ground of the course 100 (step S42, Yes), it is further determined whether or not it is the maximum flight distance (step S43).
  • step S43, No When the maximum flight distance is not reached (step S43, No), it is determined as excellent landing (step S43A), and when it is the maximum flight distance (step S43, Yes), the best landing (amazing landing) Determine (step S43B).
  • control may be performed so as to give additional acceleration to the car 110 after landing according to each of the above determination results.
  • the flight landing points a, b, and c can be arbitrarily determined by a combination of the jumping speed from the jumping base 101 and the attitude of the car 110 during the jump to the global coordinates in the virtual three-dimensional space.
  • the falling speed is suppressed.
  • step S3 the line-of-sight camera placed in the virtual three-dimensional space is positioned on the car 110 to be operated by the player, and the image shows the other car that the player runs ahead from the own vehicle. It becomes an image.
  • step S40 when the drive control is possible in the special state (step S40), the viewpoint camera is controlled to be switched to the overhead view viewpoint. Thereby, the posture operation of the car 110 operated by the player can be facilitated.
  • the distance Z value between the viewpoint camera and the car 110 operated by the player in the virtual three-dimensional space is increased from 0 to Z during the elapse of a predetermined time.
  • the car 110 can move away from the viewpoint camera and view the car 110 flying from the jump stand 101 from an overhead view.
  • FIG. 7 is an example of a display image when the car 110 operated by the player is observed from an overhead viewpoint.
  • the player can observe the posture of the car 110 by looking at the image of the car 110 to be operated.
  • the direction to be operated that is, the direction 20 of the left / right tilt control, the direction 21 of the front / rear tilt control, and an icon indicating the operation means are displayed. Is displayed.
  • the present invention in the racing game, it is possible to provide the player with fun by disposing the jump stand 101 on the course and enabling operation control different from the normal running at the time of the jump.

Abstract

Provided is a racing game which requires the player to have a high level of judgment and complex operating techniques.  A game device is equipped with a steering wheel and an accelerator pedal both for allowing the player to control the moving direction and speed of an object.  The game device controls a normal state in which the object moves on a reference plane in a virtual three-dimensional space and a special state in which the object is apart from the reference plane.  When the object is in the normal state, the game device controls the moving direction of the object in accordance with the operation of the steering wheel and controls the movement of the object in accordance with the depression of the accelerator pedal.  When the object is in the special state, the game device controls the rolling of the object in accordance with the operation of the steering wheel and controls the pitching of the object in accordance with the depression the accelerator pedal.

Description

ゲーム装置Game device
 本発明は、ゲーム装置に関し、特に、車等を模した本体に具備する操作手段を画像処理装置に対する入力手段とするゲーム装置に関する。 The present invention relates to a game apparatus, and more particularly, to a game apparatus using an operation means provided in a main body simulating a car or the like as an input means for an image processing apparatus.
 遊戯施設に置かれ、例えば、カーレースゲームを実行するゲーム装置がある。かかるゲーム装置は、車の運転席を模した本体に入力手段としてハンドル、アクセル、ブレーキペダルを具備する。さらにかかるゲーム装置は、画像処理装置を備え、プログラムの実行により制御手段を画像生成手段として機能させる。そして、遊戯者により操作される前記入力手段からの入力信号に基づき、画像生成手段は前記プログラムに従って変化する画像データを生成し、表示手段に表示させる。 For example, there is a game device that is placed in an amusement facility and executes a car racing game. Such a game apparatus includes a main body simulating a driver's seat of a car, and includes a handle, an accelerator, and a brake pedal as input means. Further, such a game apparatus includes an image processing apparatus, and causes the control unit to function as an image generation unit by executing a program. Then, based on the input signal from the input means operated by the player, the image generating means generates image data that changes in accordance with the program and displays it on the display means.
 かかるプログラムに従うカーレースゲームにあっては、画像表示されるレーシングコースを模したコース道路に車を走行させ、遊戯者が操作手段を操作して車を所定時間内に条件をクリアしながらゴールに到達する時間を競うものである。 In a car racing game according to such a program, a car is driven on a course road simulating a racing course displayed on the image, and a player operates the operation means to clear the condition within a predetermined time and reach a goal. Compete for the time to reach.
 ここでコース上に変化を与え、遊戯者にハンドル(ステアリング)、シフトレバー、アクセル等の操作手段を駆使して、より上級な操作技術を要求するゲームとすることにより、遊戯者における楽しみの幅を広げることができる。 Here, the range of enjoyment for the player by changing the course, and making the player demand more advanced operation skills by making full use of the operation means such as steering wheel, shift lever, accelerator, etc. Can be spread.
 特許文献1には、乗り物の操縦席を模した本体を備え、且つ画像情報を形成するとともに、前記本体に座する遊戯者に向けて画像を表示する画像表示手段を備えた動画表示遊技機が示されている。 Patent Document 1 includes a moving image display gaming machine that includes a main body that imitates a cockpit of a vehicle, and that includes image display means that forms image information and displays an image for a player sitting on the main body. It is shown.
 上記特許文献1に記載の発明は、乗り物の操縦席を模した本体を遊戯者が実際の乗り物を操縦する際の体の動きに対応して揺動可能とし、かかる操縦席を模した本体の揺動に対応して画像表示手段に表示される乗り物の画像を変化するように制御することが示されている。 The invention described in the above-mentioned Patent Document 1 enables the main body simulating the cockpit of a vehicle to swing according to the movement of the body when the player steers the actual vehicle, It is shown that the vehicle image displayed on the image display means is controlled to change in response to the swing.
特公平4-70038号公報Japanese Patent Publication No.4-70038
 本発明の目的は、上記に鑑みて、コース上に遊戯者に対し、より高度な判断と複雑な操作技術を要求する変化を形成するレースゲームを実現するゲーム装置を提供することにある。 In view of the above, an object of the present invention is to provide a game device that realizes a race game that forms a change requiring a higher level of judgment and a complicated operation technique for a player on a course.
 すなわち、本発明は、コースに大きな障害条件を設けて、画面上に表示されるオブジェクト、例えば競技車を、如何に失点を少なく前記段差障害を通過させるかを競わせることで、遊戯者により楽しみを提供するゲーム装置を提供することを目的とする。 In other words, the present invention provides a player with a great obstacle condition and makes it more fun for a player by competing with an object displayed on the screen, for example, a competition car, to pass the step obstacle with less loss. An object of the present invention is to provide a game device that provides
 上記の本発明の課題を解決する第1の側面は、遊戯者の操作手段に対する操作に対応して仮想三次元空間を移動するオブジェクトの画像を二次元面に表示するゲーム装置であって、ゲームプログラムに従い、オブジェクトを基準面に接して移動する通常状態と、前記基準面から離れて、仮想三次元空間中にある特別状態とを形成する制御手段と、前記オブジェクトは移動方向および移動速度を遊戯者により制御するためのハンドル、アクセルペダル及びブレーキペダルを備える。  A first aspect for solving the above-described problems of the present invention is a game apparatus that displays an image of an object moving in a virtual three-dimensional space on a two-dimensional surface in response to an operation on a player's operation means. According to the program, a control means for forming a normal state in which the object moves in contact with the reference plane and a special state in the virtual three-dimensional space apart from the reference plane, and the object has a play direction and a movement speed. A handle, an accelerator pedal, and a brake pedal are provided for control by a person. *
 そして、前記制御手段は、前記オブジェクトが、基準面に接して移動する通常状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトの移動方向を制御し、前記アクセルペダル及びブレーキペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトの移動を加速し、又は減速する制御を行い、前記オブジェクトが、基準面から離れて、三次元空間中にある特別状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトのローリングを制御し、前記アクセルペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトのピッチングを制御することを特徴とする。 The control means controls the moving direction of the object based on an operation signal corresponding to the operation of the handle when the object is in a normal state of moving in contact with a reference plane, and the accelerator pedal and When the object is in a special state in the three-dimensional space away from the reference plane, based on the operation signal corresponding to the depression operation of the brake pedal, to control the acceleration or deceleration of the movement of the object. The rolling of the object is controlled based on the operation signal corresponding to the operation of the handle, and the pitching of the object is controlled based on the operation signal corresponding to the depression operation of the accelerator pedal.
 前記構成において、さらに特徴として前記オブジェクトが、前記通常状態から特別状態に遷移する条件を、前記仮想三次元空間の所定の位置を通過する際の前記オブジェクトの移動速度が、所定速度以上であることとし、前記制御手段は、かかる所定速度以上の移動速度であることを判定し、前記オブジェクトの通常状態から特別状態における前記ローリング制御と、ピッチング制御を実行する。 In the above configuration, as a further feature, the moving speed of the object when passing through a predetermined position in the virtual three-dimensional space is more than a predetermined speed under the condition that the object transitions from the normal state to the special state. The control means determines that the moving speed is higher than the predetermined speed, and executes the rolling control and the pitching control from the normal state to the special state of the object.
 さらに、前記第1の側面において、前記制御手段は、前記オブジェクトが特別状態にあるときに、前記アクセルペダルが閾値以上踏み込まれたときピッチングを増加する制御として、一定回動速度で前記オブジェクトの先端を上方向に向ける処理を実行し、前記アクセルペダルの踏み込みが前記閾値より小さいときは、ピッチングを減少する制御として、前記オブジェクトの先端を下方向に向ける処理を実行するように構成してもよい。 Further, in the first aspect, the control means is configured to increase pitching when the accelerator pedal is depressed more than a threshold value when the object is in a special state, at a constant rotational speed. When the accelerator pedal depression is smaller than the threshold value, the process of directing the tip of the object downward may be executed as control to reduce pitching. .
 さらに、前記制御手段は、前記オブジェクトが特別状態にあるときに、前記ブレーキペダルが閾値以上踏み込まれたときピッチングを減少する制御として、一定回動速度で前記オブジェクトの先端を下方向に向ける処理を実行するように構成できる。 Further, when the object is in a special state, the control means performs a process of directing the tip of the object downward at a constant rotational speed as control for reducing pitching when the brake pedal is depressed more than a threshold value. Can be configured to run.
 さらに又、前記制御手段は、前記オブジェクトが特別状態にあるときに、前記オブジェクトの複数の所定部分の仮想三次元座標により、前記オブジェクトの姿勢を判定し、前記オブジェクトが、前記特別状態から前記基準面に着地し通常状態になるときの前記判定される姿勢に基づき、前記オブジェクトの移動速度を変化させるように構成してもよい。 Furthermore, the control means determines the posture of the object based on virtual three-dimensional coordinates of a plurality of predetermined portions of the object when the object is in a special state, and the object is moved from the special state to the reference. You may comprise so that the moving speed of the said object may be changed based on the said attitude | position determined when it lands on a surface and will be in a normal state.
 上記各構成により、遊戯者に高度の操縦技術を要求することでゲームに継続的な興味を抱かせることが可能である。 With each of the above configurations, it is possible to keep the game interested in the game by requiring the player to use advanced maneuvering techniques.
本発明を適用するゲーム装置に備えられるゲームボードの構成例である。It is a structural example of the game board with which the game device to which this invention is applied is equipped. 図1のゲーム装置において実行される本発明に従う制御を説明する図であり、コース断面の概略図である。FIG. 2 is a diagram for explaining control according to the present invention that is executed in the game device of FIG. 1, and is a schematic diagram of a course cross section. コースを車が走行するときのジャンプ台の地点における処理のフローを示す図である。It is a figure which shows the flow of a process in the point of a jump stand when a vehicle drive | works a course. 特別状態のドライブ制御の処理フローである。It is a processing flow of drive control in a special state. ジャンプ台から飛び出し空中にある車の左右の傾きの状態例を示す図である。It is a figure which shows the state example of the right-and-left inclination of the vehicle which jumps out of the jump stand and is in the air. ジャンプ台から飛び出し空中にある車の前後の傾きの状態例を示す図である。It is a figure which shows the state example of the front-back inclination of the vehicle which jumps out of the jump stand and is in the air. 遊戯者の操作する車110を俯瞰視点から観察するときの表示画像の一例である。It is an example of a display image when observing a car 110 operated by a player from an overhead viewpoint.
 以下に図面に従い、本願発明の実施の形態例を説明する。なお、実施の形態例は本願発明の理解のためのものであり、本願発明の技術的範囲が、これに限定されるものではない。 Embodiments of the present invention will be described below with reference to the drawings. The embodiments are for the purpose of understanding the present invention, and the technical scope of the present invention is not limited thereto.
 すなわち、本発明は、種々の乗り物、即ち仮想3次元空間においてコースを走行するオブジェクトに対して適用可能であるが、以下の実施例説明においては、カーレースを想定して、オブジェクトを4輪を有する車として説明する。 In other words, the present invention can be applied to various vehicles, that is, objects traveling on a course in a virtual three-dimensional space. It will be described as a car having.
 図1は、本発明を適用するゲーム装置に備えられるゲームボード1の構成例である。プログラムデータ記憶装置13には、プログラム、データ(映像・音声データも含む)が格納されている。これは、外付けのDVD-ROM等で構成してもよい。 FIG. 1 is a configuration example of a game board 1 provided in a game device to which the present invention is applied. The program data storage device 13 stores programs and data (including video / audio data). This may be composed of an external DVD-ROM or the like.
 CPU11は、ゲームプログラムの実行、そして全体システムの制御および画像表示のための座標計算等を行うプロセッサである。 The CPU 11 is a processor that executes game programs, controls the entire system, calculates coordinates for image display, and the like.
 システムメモリ12は、CPU11が処理を行うのに必要なプログラムやデータ等を格納する。さらに、仮想三次元空間内を移動する、遊戯者により操縦操作されるレーシングカーのドライバーの情報及び走行距離等のゲーム実行中のデータが生成され、システムメモリ12に一時的に格納される。 The system memory 12 stores programs and data necessary for the CPU 11 to perform processing. Furthermore, data during game execution, such as information on the driver of a racing car that is operated in a virtual three-dimensional space and operated by a player, and travel distance, are generated and temporarily stored in the system memory 12.
 ゲームボード1を起動するときに必要なプログラムやデータがブートROM14に格納されている。 The programs and data necessary for starting up the game board 1 are stored in the boot ROM 14.
 さらに、ゲームボード1の各ブロックや、I/Oインタフェース10を通して外部に接続されるハンドル、アクセル、ブレーキ等の操作手段4とのプログラムやデータの流れを制御するバスアービタ15とを備え、これらはバスに接続されている。 Furthermore, each block of the game board 1 and a bus arbiter 15 that controls the flow of programs and data with the operation means 4 such as a handle, an accelerator, and a brake connected to the outside through the I / O interface 10 are provided. It is connected to the.
 バスには更にレンダリングプロセッサ16が接続されている。プログラムデータ記憶装置13から読み出した映像(ムービ)データや、遊戯者による操作やゲーム進行に応じて生成すべき画像データは、レンダリングプロセッサ16によって生成され、グラフィックメモリ17に描画される。次いで、グラフィックメモリ17から画像データが読み出されてモニター2に表示される。 The rendering processor 16 is further connected to the bus. Video data read from the program data storage device 13 and image data to be generated according to the player's operation or game progress are generated by the rendering processor 16 and rendered in the graphic memory 17. Next, image data is read from the graphic memory 17 and displayed on the monitor 2.
 レンダリングプロセッサ16が画像生成を行うのに必要なグラフィックデータ等はグラフィックメモリ17に格納されている。 Graphic data necessary for the rendering processor 16 to generate an image is stored in the graphic memory 17.
 さらに、バスにはサウンドプロセッサ18が接続され、プログラムデータ記憶装置13から読み出した音楽データや、遊戯者の操作やゲーム進行に応じて生成すべき効果音や音声は、サウンドプロセッサ18により生成され、スピーカ3に音声表示される。 Furthermore, a sound processor 18 is connected to the bus, and music data read from the program data storage device 13 and sound effects and sounds to be generated according to the player's operation and game progress are generated by the sound processor 18. A sound is displayed on the speaker 3.
 サウンドプロセッサ18が、効果音や音声を生成するために必要なサウンドデータ等はサウンドメモリ19に格納される。 Sound data and the like necessary for the sound processor 18 to generate sound effects and sounds are stored in the sound memory 19.
 本発明は、かかる図1に示されるゲーム装置により実行される、実施例として自動車を用いるカーレースゲームにおけるコース上での制御に特徴を有する。 The present invention is characterized by control on a course in a car racing game using an automobile as an embodiment, which is executed by the game apparatus shown in FIG.
 図2は、図1のゲーム装置において実行される本発明に従う制御を説明する図であり、コース断面の概略図である。 FIG. 2 is a diagram for explaining the control according to the present invention executed in the game device of FIG. 1, and is a schematic view of a course cross section.
 コース100上の所定位置に大きな起伏(ジャンプ台)101が形成されている。遊戯者により操縦制御される車110は、コース100を矢印方向に走行する。 A large undulation (jump base) 101 is formed at a predetermined position on the course 100. A car 110 controlled by a player travels on a course 100 in the direction of an arrow.
 制御手段としてのCPU11は、ゲームプログラムに従って、ジャンプ台101の車の飛び出し位置、例えばジャンプ台101の最高位置の仮想3次元空間における座標位置を、フレーム毎に把握し、システムメモリ12に保持する。 The CPU 11 as the control means grasps the jump position of the car of the jump base 101, for example, the coordinate position in the virtual three-dimensional space of the highest position of the jump base 101 for each frame, and holds it in the system memory 12 according to the game program.
 図3は、このようなコース100を車110が走行するときのジャンプ台101の地点における処理のフローを示す図である。 FIG. 3 is a diagram showing a processing flow at the point of the jumping base 101 when the car 110 travels on such a course 100.
 図3に基づき説明すると、ゲームがスタートすると、CPU11は、ジャンプ台101の最高位置の仮想3次元空間における座標位置である経点を車110が通過する状態か否かを判定する(ステップS1)。 Explaining based on FIG. 3, when the game is started, the CPU 11 determines whether or not the car 110 is passing through a point that is a coordinate position in the virtual three-dimensional space of the highest position of the jump base 101 (step S1). .
 ここで、コース100、車110を含めての3次元空間におけるオブジェクトはそれぞれ複数のポリゴンで形成され、それぞれのポリゴンの頂点は、仮想3次元空間の(x,y,z)座標値を有している。また、コース100上のジャンプ台101の最高位置には、表示されない仮想的な壁(スクリーン)が形成されている。 Here, each object in the three-dimensional space including the course 100 and the car 110 is formed by a plurality of polygons, and the vertices of each polygon have (x, y, z) coordinate values in the virtual three-dimensional space. ing. Further, a virtual wall (screen) that is not displayed is formed at the highest position of the jump base 101 on the course 100.
 したがって、CPU11は、ジャンプ台101の最高位置に設定される不可視の壁の座標位置に、車110に設定された座標(仮想3次元空間におけるオブジェクトの位置を示す座標)が一致しているか否かを判断して、車110が経点通過時であるか否かを判断する(ステップS1)。 Therefore, the CPU 11 determines whether or not the coordinates set on the car 110 (coordinates indicating the position of the object in the virtual three-dimensional space) match the coordinate position of the invisible wall set at the highest position of the jump base 101. To determine whether or not the car 110 is passing the point (step S1).
 さらに、車110が経点通過時であると判定される場合は(ステップS1、Yes)、車110の経点を通過する際の速度を求め、所定速度以上であるか否かを判定する(ステップS2)。 Further, when it is determined that the car 110 is passing the point (Step S1, Yes), the speed when passing the point of the car 110 is obtained, and it is determined whether or not the speed is equal to or higher than the predetermined speed ( Step S2).
 車110の速度は、遊戯者の乗る運転席を模した本体に設置される操作手段であるアクセルペダルの踏み加減に対応した信号に基づき加速制御し、ブレーキペダルの踏み込みに対応した信号により減速制御される。かかる車110に対する速度設定の仕方は、カーレーシングにおいてプログラムに依存して決められる。 The speed of the car 110 is controlled by acceleration based on a signal corresponding to the depression / depression of the accelerator pedal, which is an operation means installed in the main body imitating the driver's seat where the player rides, and is controlled by the signal corresponding to the depression of the brake pedal. Is done. The speed setting method for the vehicle 110 is determined depending on the program in car racing.
 先のステップS1、S2における判定で、経点を通過していないとき(ステップS1、No)及び、経点通過時の速度が所定速度を超えていないとき(ステップS2、No)は,通常状態のドライブ制御とする(ステップS3)。 In the determination in the previous steps S1 and S2, when the passing point is not passed (step S1, No) and when the passing speed does not exceed the predetermined speed (step S2, No), the normal state Drive control (step S3).
 すなわち、通常状態のドライブ制御は、ゲームプログラムに従って、上記のとおり遊戯者の操作するアクセルペダルの踏み量で車110を加速し、ブレーキの踏み量で減速する。さらにハンドルの回転で車110の走行方向を決め、更にブレーキペダルにより減速処理が行われる。 That is, in the normal state of the drive control, the vehicle 110 is accelerated by the amount of depression of the accelerator pedal operated by the player as described above and is decelerated by the amount of depression of the brake according to the game program. Further, the traveling direction of the vehicle 110 is determined by the rotation of the steering wheel, and the deceleration process is further performed by the brake pedal.
 なお、経点以前において、遊戯者は経点を通過する際の速度を高めるために、ブースト機能を用いることができる。遊戯者は、アクセルペダルとともに、経点通過時点を予測してブーストボタンをONとする。これにより、プログラムに従い、CPU110は、車110の加速度をより大きく設定し、これにより経点を所定速度以上で車110を通過させることが可能である。 Note that before the point, the player can use the boost function to increase the speed when passing the point. The player, together with the accelerator pedal, predicts the passing point and turns on the boost button. Thus, according to the program, the CPU 110 can set the acceleration of the car 110 to be larger, and thereby the car 110 can pass through the car 110 at a predetermined speed or higher.
 一方、ステップS3において、経点通過時の車110の速度が所定速度を超えているとき(ステップS2、Yes)は、特別状態のドライブ制御を行う(ステップS4)。 On the other hand, in step S3, when the speed of the vehicle 110 when passing through the point exceeds the predetermined speed (step S2, Yes), drive control in a special state is performed (step S4).
 図4は、かかる特別状態のドライブ制御の処理フローである。 FIG. 4 is a process flow of such special state drive control.
 図4において、特別状態のドライブ制御に設定されると、特別姿勢制御を可能とする(ステップS40)。 In FIG. 4, when the special state drive control is set, the special posture control is enabled (step S40).
 この特別姿勢制御は、ジャンプ台101から所定速度以上で飛び出し、車110が飛行状態にあるときの制御であり、車110は制御状態に応じて前後に傾き(ピッチング)、あるいは左右に傾く(ローリング)状態となる。したがって、遊戯者は、車110がコース上に着地する際に、コース100に対して、車体を平行に着地させるように、車110の前後の傾き(ピッチング)、あるいは左右の傾きを制御することになる。 This special posture control is control when the vehicle 110 jumps out from the jumping base 101 at a predetermined speed or more and the vehicle 110 is in a flight state. The vehicle 110 is tilted back and forth (pitching) or tilted left and right (rolling) depending on the control state. ) State. Therefore, when the car 110 lands on the course, the player controls the forward / backward inclination (pitching) or the left / right inclination of the car 110 so that the vehicle body lands parallel to the course 100. become.
 上記のとおり通常状態では操作手段を、ハンドルは、左右の方向転換に、アクセルペダルは、移動速度の上昇に、ブレーキペダルは、移動速度の減少を制御するために使用する。 In the normal state as described above, the operation means are used to change the direction of the left and right, the accelerator pedal is used to increase the moving speed, and the brake pedal is used to control the decrease in moving speed.
 これに対し、実施例として特別姿勢制御は、次のように操作手段を使用する。 On the other hand, as an embodiment, the special attitude control uses operation means as follows.
 すなわち、ハンドルは、ロール(左右の傾き)のコントロール、そしてアクセルペダルは、ピッチ(前後の傾き)のコントロールに用いる。 That is, the steering wheel is used to control the roll (left / right tilt), and the accelerator pedal is used to control the pitch (front / back tilt).
 ここで、前提として、CPU11は、画像のフレーム単位に次の処理を行なう。 Here, as a premise, the CPU 11 performs the following processing for each frame of the image.
 車110に設定された複数の部分の座標(図5、図6に示すように、例えば、車110の4つのタイヤに相当する部分)から3次元空間において垂直方向に線を下ろし、コース100の上面(地面)と交差する座標点を求める。 A line is drawn vertically in a three-dimensional space from the coordinates of a plurality of parts set in the car 110 (for example, parts corresponding to four tires of the car 110 as shown in FIGS. 5 and 6) Find the coordinate point that intersects the top surface (ground).
 図5、図6はそれぞれ、ジャンプ台101から飛び出し空中にある車110の左右の傾き及び前後の傾きの状態例を示す図である。 FIG. 5 and FIG. 6 are diagrams showing examples of the state of the left and right inclinations and the front and rear inclinations of the car 110 that is jumped out of the jumping base 101 and is in the air.
 図5において、(a)は左右のタイヤが、ともにコース100の地面に接触している状態を、(b)は左側のタイヤが、コース100の地面から離れている状態を、(c)は左側のタイヤが、コース100の地面から離れている状態を、(d)はコース100が傾いているが、左右のタイヤが、ともにコース100の地面に接触している状態を、(e)はコース100が傾き、且つ左側のタイヤが、コース100の地面から離れている状態を示している。 5A shows a state in which the left and right tires are both in contact with the ground of the course 100, FIG. 5B shows a state in which the left tire is separated from the ground of the course 100, and FIG. (E) shows a state in which the left tire is separated from the ground of the course 100, (d) shows a state in which the course 100 is inclined, but both left and right tires are in contact with the ground of the course 100. The course 100 is tilted and the left tire is away from the ground of the course 100.
 同様に、図6において、(a)は前後のタイヤが、ともにコース100の地面に接触している状態を、(b)は前側のタイヤが、コース100の地面から離れている状態を、(c)は後側のタイヤが、コース100の地面から離れている状態を、(d)はコース100が傾いているが、前後のタイヤが、ともにコース100の地面に接触している状態を、(e)はコース100が傾き、且つ後側のタイヤが、コース100の地面から離れている状態を示している。 Similarly, in FIG. 6, (a) shows a state where the front and rear tires are both in contact with the ground of the course 100, (b) shows a state where the front tire is separated from the ground of the course 100, ( c) shows a state in which the rear tire is separated from the ground of the course 100, and (d) shows a state in which the course 100 is tilted but both the front and rear tires are in contact with the ground of the course 100. (E) shows a state in which the course 100 is inclined and the rear tire is separated from the ground of the course 100.
 先に説明したように、4つのタイヤのそれぞれから真下に線を下ろし、コース100の地面と接する点の3次元座標を求める。真下に線が下ろされる4つのタイヤの座標点もCPU11によりフレーム毎に、ゲームプログラムに従って把握されている。 As described above, a line is drawn directly from each of the four tires, and the three-dimensional coordinates of the point in contact with the ground of the course 100 are obtained. The coordinate points of the four tires whose lines are drawn directly below are also grasped by the CPU 11 for each frame according to the game program.
 したがって、CPU11により、4つのタイヤのそれぞれのコース100の地面からの距離が計算により容易に求められる。 Therefore, the distance from the ground of the course 100 of each of the four tires can be easily obtained by calculation by the CPU 11.
 これにより、CPU11により求めた4つのタイヤのそれぞれのコース100の地面からの距離に基づき、車110がコース100に着地するときの前後の傾き、左右の傾きの度合いを判定することが可能である。 Thereby, based on the distance from the ground of the course 100 of each of the four tires obtained by the CPU 11, it is possible to determine the degree of forward / backward inclination and left / right inclination when the vehicle 110 lands on the course 100. .
 図4のフローに戻り、上記のように計算により求められる車110の傾きを基準に、車110の前後の傾きがコース100の地面と平行であるかを判断する(ステップS41)。平行でない場合(ステップS41、No)は、不良着地(bad landing)と判定をする(ステップS41A)。 Returning to the flow of FIG. 4, it is determined whether the forward / backward inclination of the car 110 is parallel to the ground of the course 100 based on the inclination of the car 110 obtained by calculation as described above (step S41). When it is not parallel (step S41, No), it is determined as bad landing (step S41A).
 車110の前後の傾きがコース100の地面と平行であると判断される場合(ステップS41、Yes)は車110の左右の傾きがコース100の地面と平行であるかを判断する(ステップS42)。 When it is determined that the forward / backward inclination of the car 110 is parallel to the ground of the course 100 (step S41, Yes), it is determined whether the left / right inclination of the car 110 is parallel to the ground of the course 100 (step S42). .
 前後の傾きがコース100の地面と平行であるが、左右の傾きがコース100の地面と平行でない場合(ステップS42、No)は、良着地(good landing)と判定をする(ステップS42A)。 If the forward / backward inclination is parallel to the ground of the course 100 but the left / right inclination is not parallel to the ground of the course 100 (No in step S42), it is determined that the landing is good (landing) (step S42A).
 次に、前後の傾き及び、左右の傾きがコース100の地面と平行である場合(ステップS42、Yes)は、更に、最大飛距離か否かを判定する(ステップS43)。 Next, when the forward / backward inclination and the left / right inclination are parallel to the ground of the course 100 (step S42, Yes), it is further determined whether or not it is the maximum flight distance (step S43).
 ジャンプ台101からの飛び出し速度及び、この時ブーストボタンが押されていれば更に加速度が与えられ、飛距離を大きくすることができる。 If the jumping speed from the jumping base 101 and the boost button are pressed at this time, further acceleration is given and the flight distance can be increased.
 最大飛距離に至らないときは(ステップS43、No)、優着地(Excellent landing)と判定し(ステップS43A)、最大飛距離であると(ステップS43、Yes)、最優秀着地(Amazing landing)と判定する(ステップS43B)。 When the maximum flight distance is not reached (step S43, No), it is determined as excellent landing (step S43A), and when it is the maximum flight distance (step S43, Yes), the best landing (amazing landing) Determine (step S43B).
 さらに、ベネフィットとして、上記のそれぞれの判定結果に応じて、着地後の車110に追加的な加速度を与えるように制御してもよい。 Further, as a benefit, control may be performed so as to give additional acceleration to the car 110 after landing according to each of the above determination results.
 また、a,b,cの飛行着地点は、ジャンプ台101からの飛び出し速度及び、ジャンプ中の車110の仮想3次元空間のグローバル座標に対する姿勢の組合せで任意に決めることが可能である。 Also, the flight landing points a, b, and c can be arbitrarily determined by a combination of the jumping speed from the jumping base 101 and the attitude of the car 110 during the jump to the global coordinates in the virtual three-dimensional space.
 例えば、車110の姿勢が水平(x,z面に並行)に近いほど落下速度を抑えるようにする。 For example, as the posture of the car 110 is closer to the horizontal (parallel to the x and z planes), the falling speed is suppressed.
 さらに、実地例としてジャンプに移行した際に仮想視点を自動的に切替えて、遊戯者の操作を容易とすることが可能である。 Furthermore, as a practical example, it is possible to automatically switch the virtual viewpoint when transitioning to jumping, thereby facilitating the player's operation.
 通常ドライブ制御(ステップS3)では、仮想3次元空間に置かれる視線カメラは、遊戯者の操作対象とする車110に位置させ、画像は、遊戯者が自車から先方を走行する他車を見る画像となる。 In the normal drive control (step S3), the line-of-sight camera placed in the virtual three-dimensional space is positioned on the car 110 to be operated by the player, and the image shows the other car that the player runs ahead from the own vehicle. It becomes an image.
 これに対し、特別状態でドライブ制御可とする場合(ステップS40)は、視点カメラを俯瞰視点に切替えるように制御する。これにより遊戯者の操作する車110の姿勢操作を容易とすることができる。 On the other hand, when the drive control is possible in the special state (step S40), the viewpoint camera is controlled to be switched to the overhead view viewpoint. Thereby, the posture operation of the car 110 operated by the player can be facilitated.
 例えば、仮想3次元空間における視点カメラと遊戯者の操作する車110の距離Z値を、所定時間経過の間、0からZまでに大きくする。これにより、車110は、視点カメラから遠ざかり、ジャンプ台101から飛行する車110を俯瞰視することができる。 For example, the distance Z value between the viewpoint camera and the car 110 operated by the player in the virtual three-dimensional space is increased from 0 to Z during the elapse of a predetermined time. As a result, the car 110 can move away from the viewpoint camera and view the car 110 flying from the jump stand 101 from an overhead view.
 図7は、かかる遊戯者の操作する車110を俯瞰視点から観察するときの表示画像の一例である。 FIG. 7 is an example of a display image when the car 110 operated by the player is observed from an overhead viewpoint.
 遊戯者は、自身の操作対象とする車110の画像を見てその姿勢を観察することができる。この際、図7に示されるように、遊戯者の操作の助けとして、操作するべき方向、すなわち左右の傾き制御の方向20、前後の傾き制御の方向21が矢印と、操作手段を示すアイコンが表示される。 The player can observe the posture of the car 110 by looking at the image of the car 110 to be operated. At this time, as shown in FIG. 7, as an aid to the player's operation, the direction to be operated, that is, the direction 20 of the left / right tilt control, the direction 21 of the front / rear tilt control, and an icon indicating the operation means are displayed. Is displayed.
 上記のとおり、本発明により、レーシングゲームにおいて、コース上にジャンプ台101を配置し、ジャンプ時に通常走行と異なる操作制御を可能とさせることにより、遊戯者により楽しみを与えることが可能である。 As described above, according to the present invention, in the racing game, it is possible to provide the player with fun by disposing the jump stand 101 on the course and enabling operation control different from the normal running at the time of the jump.
1 ゲームボード
2 モニター
3 スピーカ
4 操作手段(ハンドル、アクセル、ブレーキ)
10 I/Oインタフェース
11 CPU
12 システムメモリ
13 記憶装置
14 ブートROM
15 バスアービタ
16 レンダリングプロセッサ
17 グラフィックメモリ
18 サウンドプロセッサ
19 サウンドメモリ
100 コース
101 ジョンプログラム台
102 不可視壁
110 車
1 Game board 2 Monitor 3 Speaker 4 Operating means (handle, accelerator, brake)
10 I / O interface 11 CPU
12 System memory 13 Storage device 14 Boot ROM
15 Bus Arbiter 16 Rendering Processor 17 Graphic Memory 18 Sound Processor 19 Sound Memory 100 Course 101 John Program Stand 102 Invisible Wall 110 Car

Claims (6)

  1.  遊戯者の操作手段に対する操作に対応して仮想三次元空間を移動するオブジェクトの画像を二次元面に表示するゲーム装置であって、
     ゲームプログラムに従い、オブジェクトを基準面に接して移動する通常状態と、前記基準面から離れて移動する特別状態とを形成する制御手段と、
     前記オブジェクトは移動方向および移動速度を遊戯者により制御するためのハンドル、及びアクセルペダルを備え、
     前記制御手段は、
     前記オブジェクトが、前記通常状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトの移動方向を制御し、前記アクセルペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトの移動速度を制御するように構成され、
     前記オブジェクトが前記特別状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトのローリングを制御し、前記アクセルペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトのピッチングを制御する、
     ことを特徴とするゲーム装置。
    A game device that displays an image of an object moving in a virtual three-dimensional space in response to an operation on a player's operation means on a two-dimensional surface,
    In accordance with the game program, control means for forming a normal state in which the object moves in contact with the reference plane and a special state in which the object moves away from the reference plane;
    The object includes a handle for controlling the moving direction and moving speed by a player, and an accelerator pedal,
    The control means includes
    When the object is in the normal state, the movement direction of the object is controlled based on an operation signal corresponding to the operation of the handle, and based on the operation signal corresponding to the depression operation of the accelerator pedal, Configured to control the moving speed,
    When the object is in the special state, the rolling of the object is controlled based on the operation signal corresponding to the operation of the handle, and the pitching of the object is performed based on the operation signal corresponding to the depression operation of the accelerator pedal. Control,
    A game device characterized by that.
  2.  請求項1において、
     前記オブジェクトが、前記通常状態から特別状態に遷移する条件を、前記仮想三次元空間の所定の位置を通過する際の前記オブジェクトの移動速度が、所定速度以上であることとし、前記制御手段は、かかる所定速度以上の移動速度であることを判定し、前記オブジェクトの通常状態から特別状態における前記ローリング制御と、ピッチング制御を実行する、
     ことを特徴とするゲーム装置。
    In claim 1,
    The condition that the object transitions from the normal state to the special state is that the moving speed of the object when passing through a predetermined position in the virtual three-dimensional space is equal to or higher than a predetermined speed, and the control means includes: It is determined that the moving speed is higher than the predetermined speed, and the rolling control and the pitching control in the special state from the normal state of the object are executed.
    A game device characterized by that.
  3.  請求項1において、
     前記制御手段は、前記オブジェクトが特別状態にあるときに、前記アクセルペダルが閾値以上踏み込まれたときピッチングを増加する制御として、前記オブジェクトの進行方向先端を後端に対して上方向に一定速度で移動させる処理を実行し、前記アクセルペダルの踏み込みが前記閾値より小さいときは、ピッチングを減少する制御として、前記オブジェクトの進行方向先端を後端に対して下方向に一定速度で移動させる処理を実行する、
     ことを特徴とするゲーム装置。
    In claim 1,
    The control means is configured to increase the pitching when the accelerator pedal is depressed more than a threshold when the object is in a special state. When the accelerator pedal depression is smaller than the threshold value, a process of moving the front end of the object in the traveling direction downward with respect to the rear end at a constant speed is executed as a control to reduce the pitching. To
    A game device characterized by that.
  4.  請求項1において、
     ブレーキペダルを更に備え、
     前記制御手段は、前記オブジェクトが前記特別状態にあるときに、前記ブレーキペダルが閾値以上踏み込まれたときピッチングを減少する制御として、前記オブジェクトの進行方向先端を下方向に一定速度で移動させる処理を実行する、
     ことを特徴とするゲーム装置。
    In claim 1,
    A brake pedal,
    When the object is in the special state, the control means is configured to reduce the pitching when the brake pedal is depressed more than a threshold, and to move the front end of the object in the downward direction at a constant speed. Execute,
    A game device characterized by that.
  5.  請求項1において、
     前記制御手段は、前記オブジェクトが前記特別状態にあるときに、前記オブジェクトの複数の所定部分の仮想三次元座標により、前記オブジェクトの姿勢を判定し、前記オブジェクトが、前記特別状態から前記基準面に着地し前記通常状態になるときの前記判定される姿勢に基づき、前記オブジェクトの移動速度を変化させる、
     ことを特徴とするゲーム装置。
    In claim 1,
    The control means determines the posture of the object based on virtual three-dimensional coordinates of a plurality of predetermined portions of the object when the object is in the special state, and the object moves from the special state to the reference plane. Changing the moving speed of the object based on the determined posture when landing and entering the normal state;
    A game device characterized by that.
  6.  記憶媒体に記憶され、遊戯者の操作手段に対する操作に対応して仮想三次元空間を移動するオブジェクトの画像を二次元面に表示する制御をゲーム装置の制御手段に実行させるプログラムであって、
     前記制御手段に、
     オブジェクトを基準面に接して移動する通常状態と、前記基準面から離れて移動する特別状態とを形成させ、
     遊戯者により操作するために備えられるハンドル、及びアクセルペダルに対する操作に対応した操作信号に基き、前記オブジェクトの移動方向を制御させ、
     前記オブジェクトが、前記通常状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトの移動方向を制御させ、
     前記アクセルペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトの移動速度の制御を行わせ、
     前記オブジェクトが、前記特別状態にあるときは、前記ハンドルの操作に対応する操作信号に基づき、前記オブジェクトのローリングを制御し、前記アクセルペダルの踏込み操作に対応する操作信号に基づき、前記オブジェクトのピッチングを制御させる、
     ことを特徴とするゲームプログラム。
    A program for causing a control means of a game device to execute control for displaying an image of an object on a two-dimensional surface, which is stored in a storage medium and moves in a virtual three-dimensional space in response to an operation on a player's operation means,
    In the control means,
    A normal state in which the object moves in contact with the reference plane and a special state in which the object moves away from the reference plane are formed,
    Based on an operation signal corresponding to an operation on a handle and an accelerator pedal provided for operation by a player, the moving direction of the object is controlled,
    When the object is in the normal state, based on an operation signal corresponding to the operation of the handle, the moving direction of the object is controlled,
    Based on the operation signal corresponding to the depression operation of the accelerator pedal, the movement speed of the object is controlled,
    When the object is in the special state, it controls rolling of the object based on an operation signal corresponding to the operation of the handle, and pitching of the object based on an operation signal corresponding to the depression operation of the accelerator pedal. To control,
    A game program characterized by that.
PCT/JP2009/002057 2008-05-16 2009-05-12 Game device WO2009139147A1 (en)

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JP2007313023A (en) * 2006-05-25 2007-12-06 Sega Corp Game apparatus having player alternating operating function

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JP2007313023A (en) * 2006-05-25 2007-12-06 Sega Corp Game apparatus having player alternating operating function

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