WO2009139147A1 - Jeu - Google Patents

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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
Authority
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
English (en)
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.)
Filing date
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/fr

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Classifications

    • 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

L’invention concerne un jeu de course exigeant du joueur un haut niveau de jugement et des techniques opérationnelles complexes. Un jeu est équipé d’un volant et d’une pédale d’accélérateur destinés à la fois à permettre au joueur de contrôler la direction de déplacement et la vitesse d’un objet. Le jeu contrôle un état normal dans lequel l’objet se déplace sur un plan de référence dans un espace tridimensionnel virtuel et un état spécial dans lequel l’objet est distant du plan de référence. Lorsque l’objet se trouve dans l’état normal, le jeu contrôle la direction de déplacement de l’objet conformément à l’actionnement du volant et contrôle le déplacement de l’objet conformément à la pression effectuée sur la pédale d’accélérateur. Lorsque l’objet se trouve dans l’état spécial, le jeu contrôle le roulement de l’objet conformément à l’actionnement du volant et contrôle le tangage de l’objet conformément à la pression effectuée sur la pédale d’accélérateur.
PCT/JP2009/002057 2008-05-16 2009-05-12 Jeu WO2009139147A1 (fr)

Applications Claiming Priority (2)

Application Number Priority Date Filing Date Title
JP2008129455A JP2009273758A (ja) 2008-05-16 2008-05-16 ゲーム装置
JP2008-129455 2008-05-16

Publications (1)

Publication Number Publication Date
WO2009139147A1 true WO2009139147A1 (fr) 2009-11-19

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PCT/JP2009/002057 WO2009139147A1 (fr) 2008-05-16 2009-05-12 Jeu

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WO (1) WO2009139147A1 (fr)

Families Citing this family (2)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP6948283B2 (ja) * 2017-03-17 2021-10-13 株式会社コロプラ 情報処理方法、装置、及び当該情報処理方法をコンピュータに実行させるためのプログラム
JP6336168B1 (ja) * 2017-03-17 2018-06-06 株式会社コロプラ 情報処理方法、装置、及び当該情報処理方法をコンピュータに実行させるためのプログラム

Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007313023A (ja) * 2006-05-25 2007-12-06 Sega Corp プレーヤ交代操作機能を有するゲーム装置

Patent Citations (1)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
JP2007313023A (ja) * 2006-05-25 2007-12-06 Sega Corp プレーヤ交代操作機能を有するゲーム装置

Non-Patent Citations (2)

* Cited by examiner, † Cited by third party
Title
MONTHLY NINTENDO NEWS, MARIO KART WII, SHUKAN FAMI TSU 3 GATSU 21 NICHI GO, vol. 23, no. 12, 21 March 2008 (2008-03-21) *
SUPER FAMICOM HISSHOHO SPECIAL F-ZERO, 14 January 1991 (1991-01-14), pages 4 - 5, 46 *

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