WO2013168470A1 - Gaming device and recording medium - Google Patents

Gaming device and recording medium Download PDF

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Publication number
WO2013168470A1
WO2013168470A1 PCT/JP2013/057733 JP2013057733W WO2013168470A1 WO 2013168470 A1 WO2013168470 A1 WO 2013168470A1 JP 2013057733 W JP2013057733 W JP 2013057733W WO 2013168470 A1 WO2013168470 A1 WO 2013168470A1
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WO
WIPO (PCT)
Prior art keywords
players
player
game device
game
speed performance
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Application number
PCT/JP2013/057733
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French (fr)
Japanese (ja)
Inventor
宣緒 石井
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株式会社セガ
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Publication of WO2013168470A1 publication Critical patent/WO2013168470A1/en

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    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/56Computing the motion of game characters with respect to other game characters, game objects or elements of the game scene, e.g. for simulating the behaviour of a group of virtual soldiers or for path finding
    • 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
    • A63F13/60Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor
    • A63F13/67Generating or modifying game content before or while executing the game program, e.g. authoring tools specially adapted for game development or game-integrated level editor adaptively or by learning from player actions, e.g. skill level adjustment or by storing successful combat sequences for re-use
    • 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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/50Controlling the output signals based on the game progress
    • A63F13/52Controlling the output signals based on the game progress involving aspects of the displayed game scene
    • 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
    • A63F13/55Controlling game characters or game objects based on the game progress
    • A63F13/58Controlling game characters or game objects based on the game progress by computing conditions of game characters, e.g. stamina, strength, motivation or energy level
    • 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

Definitions

  • the present invention relates to a game device in which an object operated by a plurality of players races in a virtual space, and a recording medium on which the game control program is recorded.
  • Patent Document 1 describes a game device in which a course is set in a virtual space, an object is moved in response to a player's operation, and the moving time is competed.
  • Patent Document 2 describes a game device that provides at least one of a handicap and an advantage for preferential treatment of a player who is in an unfavorable game situation in a game in which a moving body operated by a player is run and races. Has been.
  • a rubber band process (a process of pulling forward as the moving body goes back) or the like is applied.
  • Patent Document 3 describes a game system for performing a quiz game.
  • a handicap related to genre selection, a point handicap, or the like is given to a player who is set on the downside based on the competition results.
  • the handicap given by the game system described in Patent Document 3 is a handicap or point handicap related to genre selection. That is, the game system described in Patent Document 3 is specialized for a quiz game and cannot be applied to a race-type game as it is. The problem of what point should be given a handicap in a race-type game cannot be solved by the invention described in Patent Document 3.
  • an object of the present invention is to provide a motivation to challenge an excellent player by performing effective control for filling a player's ability difference in a race-type game device.
  • a game device that allows a plurality of players to operate different objects and race in a virtual space, Receiving means for receiving operation inputs by the plurality of players; Control means for determining movement amounts of the plurality of objects based on operation inputs made by the plurality of players to the receiving means, and for performing control to improve the speed performance of the objects in a specific scene
  • Win / loss determination means for determining win / loss of the plurality of players based on the movement amount determined by the control means
  • Storage means for storing wins and losses of the plurality of players, When the consecutively losing players among the plurality of players play continuously, the control means increases the speed performance improvement degree in the specific scene with respect to the object operated by the player during the previous play.
  • the game device is characterized by being increased more than the degree.
  • the game device of the present invention in a race-type game device, it is possible to perform effective control for filling a difference in the ability of the players and to give motivation to challenge excellent players.
  • FIG. 1 shows an example of the overall configuration of a game apparatus 1 according to an embodiment of the present invention.
  • the game apparatus 1 has a configuration in which a plurality of individual machines 10 # 0, 10 # 1,.
  • the plurality of individual machines 10 # 0, 10 # 1,... Are, for example, a group of arcade games installed in the same amusement facility.
  • the plurality of individual machines 10 # 0, 10 # 1,... May be installed in different facilities.
  • each individual machine is not distinguished, it will be simply described as the individual machine 10.
  • FIG. 2 shows an external configuration example of the individual machine 10.
  • the individual machine 10 includes, for example, each part attached to a dedicated housing, a display device 12 that displays a racing image of a vehicle operated by each player, a steering wheel 14 that receives an operation input by the player, and an accelerator pedal. 16, a brake pedal 18, a shift lever 20, and a driving seat 22. Sensors for detecting respective operation amounts are attached to the steering wheel 14, the accelerator pedal 16, the brake pedal 18, and the shift lever 20, and these sensors send signals indicating the operation amounts to peripherals described later. The data is transmitted to the CPU 40 via the interface 45.
  • a direction key 24 for setting a cursor or the like to any of various options displayed on the display device 12, and an option selected by the direction key 24 are determined,
  • a start button 26 for instructing start and a view change button 28 are attached.
  • the display mode of the racing image includes a mode for displaying an image obtained by capturing the vehicle with a virtual camera from the rear, and a mode for displaying a landscape viewed from the viewpoint of the driver. Can be switched between.
  • an insertion slot 30 for inserting a pseudo license (IC card) for storing the player's earned points is provided.
  • An IC card reader for reading data stored in the pseudo license or writing data is attached inside the insertion slot 30, and acquisition points (described later) can be read and rewritten.
  • FIG. 3 shows an internal configuration example of the individual machine 10.
  • the individual machine 10 includes a central processing unit (CPU) 40 that is a control main body, a geometry processor 41 that performs drawing processing of three-dimensional graphics using polygons, and a RAM (Random) that holds a program and data being executed.
  • System memory 42 such as Access Memory, ROM (Read Only Memory) that holds programs and various data, HDD (Hard Disk Drive), flash memory, CD (Compact Disk) drive, DVD (Digital Versatile Disk) drive, etc.
  • Peripheral interface that functions as an interface between the storage device 43, a boot ROM 44 that holds a startup program, the steering wheel 14, the accelerator pedal 16, the brake pedal 18, the shift lever 20, the direction key 24, the start button 26, and the view change button 28 45. These are connected to a bus arbiter 46 that performs system bus arbitration.
  • the bus arbiter 46 is connected to the display device 12 via a rendering processor 47 that performs screen drawing using the graphic memory 48, and for audio output via an audio processor 49 that performs audio output using the audio memory 50.
  • a speaker 51 is connected.
  • the bus arbiter 46 is connected to a communication interface 52 for communicating with other individual devices 10 and the like.
  • FIG. 4 shows a functional configuration example of the individual machine 10.
  • the individual machine 10 includes a basic acceleration / deceleration calculation unit 60, an evaluation calculation unit 62, and function blocks that function when the CPU 40 develops (loads) a program stored in the storage device 43 into the system memory 42 and executes the program.
  • a boost control unit 64, a vehicle movement amount determination unit 66, a main control unit 68, and a point number management unit 76 are provided.
  • the program stored in advance in the storage device 43 may be used, or may be downloaded from another computer via the communication interface 52.
  • a storage medium such as a CD (Compact Disk), a DVD (Digital Versatile Disk), or a USB (Universal Serial Bus) memory storing the program is mounted on a drive device (not shown), the program is read by the drive device. It may be installed in the storage device 43.
  • the basic acceleration / deceleration calculation unit 60 performs basic acceleration / deceleration based on the operation amounts of these operation devices detected by sensors attached to the steering wheel 14, the accelerator pedal 16, the brake pedal 18, and the shift lever 20. , And the turning angle (or turning angular velocity) is calculated and output to the vehicle movement amount determination unit 66.
  • the basic acceleration / deceleration calculation unit 60 As a specific calculation method performed by the basic acceleration / deceleration calculation unit 60, for example, a method according to a physical calculation method of acceleration and turning angle generated in an actual vehicle can be used.
  • the acceleration ⁇ (SP) at a certain shift position SP can be calculated based on the equation (1).
  • AC is the operation amount (0% to 100%) of the accelerator pedal 16
  • V is a vehicle speed at which the calculated value is recursively used
  • M is a virtual vehicle weight.
  • f (AC, V, M) is a function (or map value) that tends to decrease as the accelerator pedal operation amount AC increases and decreases as the vehicle speed V increases. Shows the value divided by.
  • Res (V, M) indicates running resistance (air resistance, gradient resistance, rolling resistance) generated according to the vehicle weight and speed.
  • the absolute value increases and the vehicle speed V increases as the brake pedal operation amount BP increases instead of f (AC, V, M).
  • a negative value function (or map value) that tends to increase in absolute value in accordance with this may be adopted as the deceleration.
  • the basic acceleration / deceleration calculation unit 60 refers to the course data stored in the storage device 43 and the like, and corrects the acceleration ⁇ by reflecting the deceleration when the vehicle collides with a virtual wall.
  • the cornering force is calculated based on the tire direction calculated from the operation amount of the steering wheel 14 and the angle (slip angle) of the traveling direction of the vehicle. Etc. can be calculated.
  • the evaluation calculation unit 62 evaluates the driving operation of the player by various evaluation items, and transmits the calculated evaluation value to the vehicle movement amount determination unit 66. For example, the evaluation calculation unit 62 decreases the evaluation value according to the number of times the vehicle has collided with the virtual wall and the number of times oversteer has occurred, and increases the evaluation value according to the number of times that the effective drift has been made. Process and evaluate the driving operation of the player. Moreover, the evaluation calculation part 62 may perform evaluation in consideration of passing laps etc. besides these.
  • the boost control unit 64 performs control for improving the speed performance of the vehicle in a specific scene. Various processes for improving the speed performance of the vehicle are assumed. For example, the boost control unit 64 determines the acceleration performance or the like of the vehicle in a scene where the vehicle is not traveling at the head. To make it easier to catch up. Further, the boost control unit 64 may be involved in the calculation of the evaluation value by the evaluation calculation unit 62, and may perform a process that makes it easy to increase the vehicle evaluation value.
  • the boost control unit 64 performs processing (described later) for increasing the degree of boost control (boost control level) when a consecutively defeated player makes a series of battles.
  • the vehicle movement amount determination unit 66 uses the basic acceleration / deceleration calculated by the basic acceleration / deceleration calculation unit 60 and the turning angle (or turning angular velocity) by the evaluation value calculated by the evaluation calculation unit 62 and the boost control unit 64.
  • the vehicle is moved within the course by calculating the amount of movement of the vehicle, reflecting whether boost control is being performed, and determining the position and direction of travel of the vehicle within the course set in the virtual space.
  • the vehicle movement amount determination unit 66 receives position information from another individual machine 10 via the communication interface 52, that is, the position of the other vehicle of the race partner in real time, and accelerates / decelerates due to contact with the other vehicle. Etc. are reflected in the movement amount of the vehicle. The influence of such mutual contact is calculated in each individual machine 10 based on the law of action and reaction.
  • the vehicle movement amount determination unit 66 causes the boost control unit 64 to stop boost control, and the higher the evaluation value calculated by the evaluation calculation unit 62 is, the higher the travel value of the vehicle is. Do.
  • the evaluation value calculated by the evaluation calculation unit 62 is not limited to the final stage of the race, but may be reflected on the speed or the like in a desired period during the race.
  • the main control unit 68 includes a start / end control unit 70, a display control unit 72, and a win / loss determination unit 74.
  • the start / end control unit 70 will be described later.
  • the display control unit 72 displays either a landscape viewed from a virtual camera existing behind the vehicle or a landscape viewed from the driver based on the vehicle position and the traveling direction determined as described above. Data for generating an image is transmitted to the rendering processor 47.
  • FIG. 5 shows an example of a display image displayed by the display device 12. As shown in FIG. 5, during the race, the display device 12 displays a vehicle speed V, an engine speed N, own player information, opponent information, and the like.
  • the win / loss determination unit 74 compares the time when the vehicle reaches the goal with the arrival time of the vehicle controlled by the other individual device 10, and determines whether the vehicle controlled by the own individual device 10 (the player on the own individual device 10 side) ) Judge whether you won or lost.
  • the result of the win / loss determination by the win / loss determination unit 74 is stored in the system memory 42, for example.
  • the number-of-points management unit 76 gives, for example, only one point to the loser player, for example, points that gradually increase in accordance with a series of battles, for example, based on the win / loss determination result by the win / loss determination unit 74.
  • the acquired points are written on the IC card held by the player and also stored in the storage device 43.
  • the acquisition points given to the winner are set so as to increase as the same set of players fights.
  • FIG. 6 shows an example of a change in earned points.
  • FIG. 7 shows a display screen that displays the number of acquired points (the number of “ ⁇ ” marks shown in FIG. 7) before the game is started. This makes the player aware of the battle for the number of points earned.
  • “Sequential battle” refers to a case where coins are inserted and “Yes” is answered in response to an inquiry with a display image “Continue?” As will be described later.
  • a privilege such as displaying a special icon on the game screen is given.
  • Such processing can give the player the motivation to play continuously along with the adjustment of boost control described later.
  • FIG. 8 is a flowchart for explaining the process executed by the start / end control unit 70. This flowchart is started at the timing when the race in the battle mode ends. As will be described later, the game apparatus 1 of the present embodiment has a game mode other than the battle mode (two-to-two mode, tag mode, etc.).
  • the start / end control unit 70 refers to the data in the system memory 42 and determines whether the player on the own individual machine 10 side (hereinafter referred to as the own player) has won or lost (S100).
  • the start / end control unit 70 determines whether or not the number of consecutive battles by the player's consecutive victory is within the number of consecutive battles possible (S102).
  • the game apparatus 1 of the present embodiment allows a player who is winning consecutive games to perform consecutive battles free of charge up to a predetermined number of times, Then, the determination in S108 described later is skipped.
  • the start / end control unit 70 waits until the opponent player enters the start (race start) state when the number of consecutive battles by the player's consecutive wins is within the number of possible consecutive battles (S104), and when the opponent player enters the start state.
  • the race is started (S106).
  • the start / end control unit 70 inserts coins within a predetermined time (or consumes the pool of IC cards), When the start button is pressed, the process proceeds to S104, and the race is started after the opponent player enters the start state.
  • the start / end control unit 70 performs a game over process when coins are inserted within a predetermined time (or the IC card pool is consumed) and the start button is not pressed (S110).
  • the start / end control unit 70 performs a process of resetting the mode, the number of consecutive losses, the win / loss result history, and the like in the game over process.
  • the start / end control unit 70 refers to the win / loss determination result history stored in the system memory 42 to acquire the player's consecutive loss number (S120), and according to the acquired consecutive loss number.
  • the boost control level is determined (S122).
  • FIG. 9 is a correspondence table A of the number of consecutive losses used by the start / end control unit 70 and the boost control level.
  • boost control level 0 means that boost control is not strengthened, that is, normal boost control is performed.
  • the boost control level indicates that the degree of boost control gradually increases as the value increases.
  • the start / end control unit 70 acquires the boost control level by searching the correspondence table using the number of consecutive losses as a key, and transmits the acquired boost control level to the boost control unit 64.
  • the boost control unit 64 holds the correspondence table B of the boost control level and the boost control enhancement degree, and determines the boost control enhancement degree according to the correspondence table B.
  • FIG. 10 shows an example of a correspondence table B of boost control levels and boost control enhancement levels.
  • the strength of the boost means that, as described above, in a scene where the vehicle is not traveling at the head, the acceleration performance of the vehicle is made higher than that of the preceding vehicle to facilitate catch-up. It means the degree of facilitating catch-up, or the degree of continuing boosting to a later stage in the process of overtaking, that is, “the degree of acceleration to be added” and “the degree of increasing the sustainability of speed”. Further, the boost strength may mean “the number of times boost control is generated”.
  • the score preferential degree indicates the degree to which the boost control unit 64 is involved in the calculation of the evaluation value by the evaluation calculation unit 62 and performs the process of making the vehicle evaluation value easy to increase. Since the evaluation value by the evaluation calculation unit 62 can be reflected in the speed performance in each scene during the race, the speed performance of the vehicle operated by the player is improved by increasing the score preferential degree.
  • the boost control unit 64 increases the boost strength and the score preferential treatment as the number of consecutive losses increases.
  • the game apparatus 1 can suppress the occurrence of a situation in which the loser player cannot win, and can provide motivation to challenge an excellent player.
  • the start / end control unit 70 performs a boost display according to the boost control level prior to determining whether or not the loser player will play a series of battles (S124).
  • FIG. 11 is a diagram showing a correspondence table C of boost control levels and boost displays. By performing such a display, the game apparatus 1 according to the present embodiment can give the loser player the motivation to continue to play because the next boost will be strengthened.
  • the boost control level and the boost display are not completely matched. This is due to the concern that if the boost display increases to an unlimitedly large value, the motivation to challenge the best player will be lost. While the boost display reaches its peak at the fifth stage (FULL BOOST), the boost control level exists up to the seventh stage. As a result, it is possible to increase the possibility that a player with inferior ability will win by continuing to play, and to support excitement among players.
  • the boost display is being performed, the number of consecutive wins of the winner player is also displayed. As a result, it is possible to give the loser player motivation to challenge a superior player.
  • the start / end control unit 70 determines whether (1) the player inserts a coin within a predetermined time and inputs “Yes” in response to the “Continue?” Question. "No” is input in response to the question "?" Or the time is up, or it is determined whether the opponent player has finished the game or (3) the player has made a mode selection (S126).
  • the start / end control unit 70 sets the opponent player in a start (race start) state. (S128).
  • the race is started (S130).
  • boost control As a result, the boost control enhancement according to the number of consecutive losses is inherited by the next player, and the excitement among the players is challenged to challenge the player who is winning consecutively.
  • the start / end control unit 70 performs a game over process ( S132).
  • the start / end control unit 70 performs a process of resetting the mode, the number of consecutive losses, the win / loss result history, and the like in the game over process.
  • the start / end control unit 70 resets the number of consecutive losses (S134) and performs a mode selection process (S136).
  • the game apparatus 1 according to the present embodiment has a game mode other than the battle mode (2VS2 mode, tag mode, etc.), and the mode selection process is a higher-level process than the flowchart of FIG. 8 showing the process flow in the battle mode. It becomes. For this reason, detailed description regarding the mode selection processing is omitted in this specification.
  • the speed performance improvement degree in a specific scene is determined for the vehicle operated by the player at the time of the previous play. Since it increases more than an improvement degree, generation
  • the strength of boost and the score preferential treatment are gradually increased as the number of consecutive losses increases. It is possible to suppress the occurrence of a situation where the losing player cannot win, and to provide motivation to challenge a superior player.
  • the game apparatus 1 of the present embodiment before the loser player determines whether or not to perform a series of battles, in order to perform a boost display according to the boost control level, Next, you can give the motivation to continue playing that you can win because the boost is further strengthened.
  • the boost control level that is an internal parameter is increased even after the boost display reaches a peak, so that a player with poor ability may win by continuing play. And help the excitement among players.
  • the present invention can be implemented in all suitable forms, such as dedicated hardware or a mixture of dedicated hardware and software.
  • the present invention can be implemented as computer software executed by a processing device connected to one or more networks.
  • the network may include all conventional land and wireless communication networks such as the Internet.
  • Processing devices may include any suitably programmed device such as a general purpose computer, PDA, mobile phone (such as a WAP or 3G compliant phone). Since the present invention is implemented as software, each and every aspect of the present invention includes computer software that can be implemented on a programmable device.
  • Computer software is supplied to programmable devices using all recording media that record processor-readable codes such as floppy disks, hard disks, CD-ROMs, magnetic tape devices and solid-state recording devices. obtain.
  • the hardware platform includes all desired hardware resources including, for example, a central processing unit (CPU), a random access memory (RAM) and a hard disk drive (HDD).
  • the CPU can be configured with all desired types and numbers of processors.
  • the RAM can be composed of any desired volatile or non-volatile memory.
  • the HDD can be composed of all desired non-volatile memories capable of recording a large amount of data.
  • the hardware resource may further include an input device, an output device, and a network device in accordance with the device type. Alternatively, the HDD may be external to the device as long as it can be accessed.
  • the CPU and RAM such as the CPU cache memory, can function as the physical memory or main memory of the device, while the HDD can function as the secondary memory of the device.
  • the boost control level is set to 1 or more when the loser player loses two or more consecutive losses, but boost control starts when the loser player loses one.
  • the level may be set to 1 or more. That is, “when a consecutively losing player plays continuously” may be extended to “when a loser (non-winner) player plays continuously”.
  • the number of consecutive losses is reset when the mode selection process is performed, but in such a setting, when returning to the battle mode after shifting to the mode selection process The number of consecutive losses will not be taken over. Therefore, instead of this, when returning to the battle mode after shifting to the mode selection process, the number of consecutive losses may be stored.
  • the present invention is not limited to a vehicle racing game, but can be applied to any game device imitating horse racing, bicycle racing, boat racing, auto racing, or the like, that is, any game device that allows a race to be performed in a virtual space.
  • control for improving the speed performance of an object in a specific scene the boost control of the embodiment is described, but it is not limited to this.
  • control is performed to improve the upper limit of acceleration performance or speed for a certain period of time, and the strength or number of times of such control is increased for a player who is losing consecutively (or who is not the winner). May be.
  • each individual machine 10 has been described as a distributed control type game device that calculates the position of the vehicle operated by the player.
  • the master control device calculates the positions of a plurality of vehicles at once. May be present.
  • a configuration in which only an operation unit such as a steering wheel and an accelerator pedal and a display device are provided for each player as in a home-use game machine may be used.

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Abstract

A gaming device is provided with: control means, which is control means for determining amounts of movement of a plurality of objects on the basis of operation input performed with respect to receiving means by a plurality of players, which performs control so as to improve speed performance of the objects at a specific scene; win/loss determination means for determining wins and losses of the plurality of players on the basis of the amounts of movement determined by the control means; and storage means which stores the wins/losses of the plurality of players. The control means, in a case in which a player who is in a losing streak among the plurality of players consecutively plays, increases the improvement degree of speed performance at the specific scene more than the improvement level of the last time of play for the object operated by the first-mentioned player.

Description

ゲーム装置及び記録媒体GAME DEVICE AND RECORDING MEDIUM
 本発明は、複数のプレイヤーによりそれぞれ操作されるオブジェクトが仮想空間内でレースを行うゲーム装置、及びそのゲーム制御プログラムを記録した記録媒体に関する。 The present invention relates to a game device in which an object operated by a plurality of players races in a virtual space, and a recording medium on which the game control program is recorded.
  従来、複数のプレイヤーが、画面上に表示されるレーシングカーや競走馬等を操作してレースを行う対戦型のゲーム装置が知られている。 Conventionally, a battle type game apparatus in which a plurality of players race by operating a racing car or a racehorse displayed on a screen is known.
 例えば、特許文献1は、仮想空間内にコースを設定し、プレイヤーの操作に応答してオブジェクトを移動させ、移動時間を競うゲーム装置を記載している。 For example, Patent Document 1 describes a game device in which a course is set in a virtual space, an object is moved in response to a player's operation, and the moving time is competed.
 また、特許文献2は、プレイヤーの操作する移動体を走行させてレースを行うゲームにおいて、不利なゲーム状況にあるプレイヤーを優遇するためのハンディキャップ及びアドバンテージの少なくとも一つを付与するゲーム装置について記載されている。アドバンテージとして、ラバーバンド処理(移動体が後ろにいけば行くほど前に引っ張る処理)等を適用することを記載している。 Patent Document 2 describes a game device that provides at least one of a handicap and an advantage for preferential treatment of a player who is in an unfavorable game situation in a game in which a moving body operated by a player is run and races. Has been. As an advantage, it is described that a rubber band process (a process of pulling forward as the moving body goes back) or the like is applied.
 一方、特許文献3は、クイズゲームを行うゲームシステムを記載している。このゲームシステムでは、対戦成績に基づいて格下側に設定されたプレイヤーに対し、ジャンル選択に関するハンディキャップやポイントハンディキャップ等を与える。 On the other hand, Patent Document 3 describes a game system for performing a quiz game. In this game system, a handicap related to genre selection, a point handicap, or the like is given to a player who is set on the downside based on the competition results.
特開2010-4963号公報JP 2010-4963 A 特開2000-229174号公報JP 2000-229174 A 特開2009-165562号公報JP 2009-165562 A
 特許文献1に記載のゲーム装置では、プレイヤーの力量差が大きい場合、何度対戦しても同じプレイヤーが勝ち続けることがあり、ゲームの面白みが薄れるおそれがあった。 In the game device described in Patent Document 1, when the player's ability difference is large, the same player may continue to win no matter how many times the player battles, and there is a risk that the game will become less interesting.
 この点、特許文献2に記載のゲーム装置では、ハンディキャップやアドバンテージによって、ある程度は力量差を埋めることができるが、ハンディキャップやアドバンテージの量や性質が適切でない場合に、力量の劣るプレイヤーがいつまでも負け続けることになってしまう。 In this regard, in the game device described in Patent Document 2, the difference in competence can be filled to some extent by the handicap and advantage. I will continue to lose.
 また、特許文献3に記載のゲームシステムが与えるハンディキャップは、ジャンル選択に関するハンディキャップやポイントハンディキャップである。すなわち、特許文献3に記載のゲームシステムはクイズゲームに特化されており、レース形式のゲームにそのまま適用することができない。レース形式のゲームにおいて如何なる点にハンディキャップを与えればよいかという問題を、特許文献3に記載の発明は、何ら解消することができない。 Also, the handicap given by the game system described in Patent Document 3 is a handicap or point handicap related to genre selection. That is, the game system described in Patent Document 3 is specialized for a quiz game and cannot be applied to a race-type game as it is. The problem of what point should be given a handicap in a race-type game cannot be solved by the invention described in Patent Document 3.
 一つの側面では、本発明は、レース形式のゲーム装置において、プレイヤーの力量差を埋めるための効果的な制御を行い、優れたプレイヤーに挑戦するモチベーションを与えることを目的とする。 In one aspect, an object of the present invention is to provide a motivation to challenge an excellent player by performing effective control for filling a player's ability difference in a race-type game device.
 上記目的を達成するための一態様は、
 複数のプレイヤーのそれぞれに互いに異なるオブジェクトを操作させ、仮想空間内でレースを行わせるゲーム装置であって、
 前記複数のプレイヤーによる操作入力を受け付ける受付手段と、
 前記複数のプレイヤーが前記受付手段に対して行った操作入力に基づき複数の前記オブジェクトの移動量を決定する制御手段であって、特定の場面において前記オブジェクトの速度性能を向上させる制御を行う制御手段と、
 前記制御手段により決定された移動量に基づき前記複数のプレイヤーの勝敗を決定する勝敗決定手段と、
 前記複数のプレイヤーの勝敗を記憶する記憶手段と、を備え、
 前記制御手段は、前記複数のプレイヤーのうち連敗中のプレイヤーが連続してプレイする場合には、そのプレイヤーが操作するオブジェクトについて、前記特定の場面における速度性能の向上程度を、前回プレイ時の向上程度よりも増加させることを特徴とするゲーム装置である。
One aspect for achieving the above object is as follows:
A game device that allows a plurality of players to operate different objects and race in a virtual space,
Receiving means for receiving operation inputs by the plurality of players;
Control means for determining movement amounts of the plurality of objects based on operation inputs made by the plurality of players to the receiving means, and for performing control to improve the speed performance of the objects in a specific scene When,
Win / loss determination means for determining win / loss of the plurality of players based on the movement amount determined by the control means;
Storage means for storing wins and losses of the plurality of players,
When the consecutively losing players among the plurality of players play continuously, the control means increases the speed performance improvement degree in the specific scene with respect to the object operated by the player during the previous play. The game device is characterized by being increased more than the degree.
 本発明のゲーム装置によれば、レース形式のゲーム装置において、プレイヤーの力量差を埋めるための効果的な制御を行い、優れたプレイヤーに挑戦するモチベーションを与えることができる。 According to the game device of the present invention, in a race-type game device, it is possible to perform effective control for filling a difference in the ability of the players and to give motivation to challenge excellent players.
本発明の一実施例に係るゲーム装置の全体構成を示す図である。It is a figure which shows the whole structure of the game device which concerns on one Example of this invention. 個別機の外観構成を示す図である。It is a figure which shows the external appearance structure of an individual machine. 個別機の内部構成を示すブロック図である。It is a block diagram which shows the internal structure of an individual machine. 個別機の機能構成を示すブロック図である。It is a block diagram which shows the function structure of an individual machine. 表示装置により表示される表示画像の一例を示す図である。It is a figure which shows an example of the display image displayed by a display apparatus. 獲得ポイントの変化の一例を示す図である。It is a figure which shows an example of the change of an acquisition point. ゲーム開始前に獲得ポイント数を表示した表示画面を示す図である。It is a figure which shows the display screen which displayed the number of acquisition points before a game start. 開始・終了制御部が実行する処理を説明するためのフローチャートである。It is a flowchart for demonstrating the process which a start / end control part performs. 開始・終了制御部が使用する連敗数とブースト制御レベルの対応表を示す図である。It is a figure which shows the correspondence table of the number of consecutive losses and boost control level which a start / end control part uses. ブースト制御部が使用するブースト制御レベルとブースト制御の強化程度の対応表を示す図である。It is a figure which shows the correspondence table of the boost control level which a boost control part uses, and the reinforcement | strengthening degree of boost control. 開始・終了制御部が使用するブースト制御レベルとブースト表示の対応表を示す図である。It is a figure which shows the correspondence table of the boost control level and boost display which a start / end control part uses.
 以下、本発明を実施するための形態について、添付図面と共に説明する。 Hereinafter, embodiments for carrying out the present invention will be described with reference to the accompanying drawings.
 図1は、本発明の一実施例に係るゲーム装置1の全体構成例を示す。図1に示すように、ゲーム装置1は、それぞれがプレイヤーによって操作される複数の個別機10#0、10#1、…が接続された構成となっている。複数の個別機10#0、10#1、…は、例えば同一のアミューズメント施設内に設置される一群のアーケードゲーム(arcade games)である。また、複数の個別機10#0、10#1、…は、異なる施設内にそれぞれが設置されるものであっても構わない。以下、それぞれの個別機を区別しないときは、単に個別機10と表記して説明する。 FIG. 1 shows an example of the overall configuration of a game apparatus 1 according to an embodiment of the present invention. As shown in FIG. 1, the game apparatus 1 has a configuration in which a plurality of individual machines 10 # 0, 10 # 1,. The plurality of individual machines 10 # 0, 10 # 1,... Are, for example, a group of arcade games installed in the same amusement facility. The plurality of individual machines 10 # 0, 10 # 1,... May be installed in different facilities. Hereinafter, when each individual machine is not distinguished, it will be simply described as the individual machine 10.
 図2は、個別機10の外観構成例を示す。個別機10は、例えば専用筐体に各パーツが取り付けられたものであり、各プレイヤーが操作する車両のレーシング画像が表示される表示装置12と、プレイヤーによる操作入力を受け付けるステアリングホイール14、アクセルペダル16、ブレーキペダル18、及びシフトレバー20と、ドライビングシート22とを備える。ステアリングホイール14、アクセルペダル16、ブレーキペダル18、及びシフトレバー20には、それぞれの操作量を検出するためのセンサが取り付けられており、これらのセンサは、操作量を示す信号を、後述するペリフェラルインターフェース45を介してCPU40に送信する。 FIG. 2 shows an external configuration example of the individual machine 10. The individual machine 10 includes, for example, each part attached to a dedicated housing, a display device 12 that displays a racing image of a vehicle operated by each player, a steering wheel 14 that receives an operation input by the player, and an accelerator pedal. 16, a brake pedal 18, a shift lever 20, and a driving seat 22. Sensors for detecting respective operation amounts are attached to the steering wheel 14, the accelerator pedal 16, the brake pedal 18, and the shift lever 20, and these sensors send signals indicating the operation amounts to peripherals described later. The data is transmitted to the CPU 40 via the interface 45.
 また、表示装置12の右下方には、表示装置12に表示される各種の選択肢のいずれかにカーソル等を合わせるための方向キー24と、方向キー24により選択された選択肢を決定したり、ゲームスタートを指示したりするためのスタートボタン26と、ビューチェンジボタン28とが取り付けられる。ビューチェンジボタン28をプレイヤーが操作することにより、レーシング画像の表示モードを、車両を後方から仮想的なカメラで撮像した画像を表示するモードと、運転者の視点から見た風景を表示するモードとの間で切り替えることができる。 Further, on the lower right side of the display device 12, a direction key 24 for setting a cursor or the like to any of various options displayed on the display device 12, and an option selected by the direction key 24 are determined, A start button 26 for instructing start and a view change button 28 are attached. When the player operates the view change button 28, the display mode of the racing image includes a mode for displaying an image obtained by capturing the vehicle with a virtual camera from the rear, and a mode for displaying a landscape viewed from the viewpoint of the driver. Can be switched between.
 また、表示装置12の左下方に取り付けられるシフトレバー20の付近には、プレイヤーの獲得ポイントを記憶する疑似免許証(ICカード)を挿入する挿入口30が設けられている。挿入口30の内部には、疑似免許証に記憶されたデータを読み取ったり、データを書き込んだりするICカードリーダが取り付けられており、獲得ポイント(後述)の読み込みや書き換え等を行うことができる。 In the vicinity of the shift lever 20 attached to the lower left of the display device 12, an insertion slot 30 for inserting a pseudo license (IC card) for storing the player's earned points is provided. An IC card reader for reading data stored in the pseudo license or writing data is attached inside the insertion slot 30, and acquisition points (described later) can be read and rewritten.
 図3は、個別機10の内部構成例を示す。個別機10は、制御主体となるCPU(Central Processing Unit)40と、ポリゴンを用いた3次元グラフィックスの描画処理を行うジオメトリプロセッサ41と、実行中のプログラムおよびデータを保持するRAM(Random
Access Memory)等のシステムメモリ42と、プログラム及び各種データを保持するROM(Read Only Memory)、HDD(Hard Disk Drive)、フラッシュメモリ、CD(Compact Disk)ドライブ、DVD(Digital Versatile Disk)ドライブ等の記憶装置43と、起動プログラムを保持するブートROM44と、ステアリングホイール14、アクセルペダル16、ブレーキペダル18、シフトレバー20、方向キー24、スタートボタン26、ビューチェンジボタン28とのインターフェースとして機能するペリフェラルインターフェース45とを備える。 これらはシステムバスの調停を行うバスアービタ46に接続されている。
FIG. 3 shows an internal configuration example of the individual machine 10. The individual machine 10 includes a central processing unit (CPU) 40 that is a control main body, a geometry processor 41 that performs drawing processing of three-dimensional graphics using polygons, and a RAM (Random) that holds a program and data being executed.
System memory 42 such as Access Memory, ROM (Read Only Memory) that holds programs and various data, HDD (Hard Disk Drive), flash memory, CD (Compact Disk) drive, DVD (Digital Versatile Disk) drive, etc. Peripheral interface that functions as an interface between the storage device 43, a boot ROM 44 that holds a startup program, the steering wheel 14, the accelerator pedal 16, the brake pedal 18, the shift lever 20, the direction key 24, the start button 26, and the view change button 28 45. These are connected to a bus arbiter 46 that performs system bus arbitration.
 また、バスアービタ46には、グラフィックメモリ48を用いて画面描画を行うレンダリングプロセッサ47を介して表示装置12が接続され、オーディオメモリ50を用いて音声出力を行うオーディオプロセッサ49を介して音声出力用のスピーカ51が接続されている。また、バスアービタ46には、他の個別機10等との通信を行うための通信インターフェース52が接続されている。 The bus arbiter 46 is connected to the display device 12 via a rendering processor 47 that performs screen drawing using the graphic memory 48, and for audio output via an audio processor 49 that performs audio output using the audio memory 50. A speaker 51 is connected. The bus arbiter 46 is connected to a communication interface 52 for communicating with other individual devices 10 and the like.
 図4は、個別機10の機能構成例を示す。個別機10は、CPU40が記憶装置43に格納されたプログラムをシステムメモリ42に展開(ロード)して実行することにより機能する機能ブロックとして、基本加減速計算部60と、評価計算部62と、ブースト制御部64と、車両の移動量決定部66と、メイン制御部68と、ポイント数管理部76とを備える。 FIG. 4 shows a functional configuration example of the individual machine 10. The individual machine 10 includes a basic acceleration / deceleration calculation unit 60, an evaluation calculation unit 62, and function blocks that function when the CPU 40 develops (loads) a program stored in the storage device 43 into the system memory 42 and executes the program. A boost control unit 64, a vehicle movement amount determination unit 66, a main control unit 68, and a point number management unit 76 are provided.
 なお、これらの機能ブロックが明確に分離したプログラムによって実現される必要はなく、サブルーチンや関数として他のプログラムによって呼び出されるものであってもよい。 Note that these functional blocks do not have to be realized by a clearly separated program, and may be called by other programs as subroutines or functions.
 プログラムは、予め記憶装置43に記憶されたものが使用されてもよいし、通信インターフェース52を介して他のコンピュータからダウンロードされてもよい。また、プログラムを記憶したCD(Compact Disk)、DVD(Digital Versatile Disk)、USB(Universal Serial Bus)メモリ等の記憶媒体が図示しないドライブ装置に装着されることによって、ドライブ装置によりプログラムが読み取られ、記憶装置43にインストールされてもよい。 The program stored in advance in the storage device 43 may be used, or may be downloaded from another computer via the communication interface 52. In addition, when a storage medium such as a CD (Compact Disk), a DVD (Digital Versatile Disk), or a USB (Universal Serial Bus) memory storing the program is mounted on a drive device (not shown), the program is read by the drive device. It may be installed in the storage device 43.
 基本加減速計算部60は、ステアリングホイール14、アクセルペダル16、ブレーキペダル18、及びシフトレバー20に取り付けられたセンサにより検出される、これらの操作デバイスの操作量に基づいて、基本的な加減速度、及び旋回角度(或いは旋回角速度)を計算して車両の移動量決定部66に出力する。 The basic acceleration / deceleration calculation unit 60 performs basic acceleration / deceleration based on the operation amounts of these operation devices detected by sensors attached to the steering wheel 14, the accelerator pedal 16, the brake pedal 18, and the shift lever 20. , And the turning angle (or turning angular velocity) is calculated and output to the vehicle movement amount determination unit 66.
 基本加減速計算部60が行う計算の具体的手法については、例えば、実際の車両において生じる加速度や旋回角度の物理的計算手法に準じたものを用いることができる。 As a specific calculation method performed by the basic acceleration / deceleration calculation unit 60, for example, a method according to a physical calculation method of acceleration and turning angle generated in an actual vehicle can be used.
 一例を挙げると、あるシフト位置SPにおける加速度α(SP)は、式(1)に基づき計算することができる。式中、ACはアクセルペダル16の操作量(0%~100%)、Vは計算値が再帰的に用いられる車速、Mは仮想的な車重である。f(AC,V,M)は、アクセルペダルの操作量ACが大きくなるのに応じて大きくなり、車速Vが大きくなるのに応じて小さくなる傾向を有する関数(或いはマップ値)を車重Mで除算した値を示している。また、Res(V,M)は、車重や速度に応じて発生する走行抵抗(空気抵抗、勾配抵抗、転がり抵抗)を示している。なお、プレイヤーがブレーキペダル18を操作している場合は、f(AC,V,M)に代えて、ブレーキペダルの操作量BPが大きくなるのに応じて絶対値が大きくなり、車速Vが大きくなるのに応じて絶対値が大きくなる傾向を有する負の値の関数(或いはマップ値)を、減速度として採用すればよい。 For example, the acceleration α (SP) at a certain shift position SP can be calculated based on the equation (1). In the equation, AC is the operation amount (0% to 100%) of the accelerator pedal 16, V is a vehicle speed at which the calculated value is recursively used, and M is a virtual vehicle weight. f (AC, V, M) is a function (or map value) that tends to decrease as the accelerator pedal operation amount AC increases and decreases as the vehicle speed V increases. Shows the value divided by. Res (V, M) indicates running resistance (air resistance, gradient resistance, rolling resistance) generated according to the vehicle weight and speed. When the player is operating the brake pedal 18, the absolute value increases and the vehicle speed V increases as the brake pedal operation amount BP increases instead of f (AC, V, M). As a result, a negative value function (or map value) that tends to increase in absolute value in accordance with this may be adopted as the deceleration.
 α=f(AC,V,M)-Res(V,M) …(1)
 また、基本加減速計算部60は、記憶装置43等に格納されたコースデータを参照し、車両が仮想的な壁に衝突した際の減速度を反映させて加速度αを修正する。
α = f (AC, V, M) −Res (V, M) (1)
The basic acceleration / deceleration calculation unit 60 refers to the course data stored in the storage device 43 and the like, and corrects the acceleration α by reflecting the deceleration when the vehicle collides with a virtual wall.
 また、旋回角度(旋回角速度)については、例えば、ステアリングホイール14の操作量から算出されるタイヤの向きと車両の進行方向の角度(スリップアングル)に基づきコーナリングフォースを計算し、仮想的なホイールベース等を加味して計算することができる。 As for the turning angle (turning angular velocity), for example, the cornering force is calculated based on the tire direction calculated from the operation amount of the steering wheel 14 and the angle (slip angle) of the traveling direction of the vehicle. Etc. can be calculated.
 評価計算部62は、プレイヤーの運転操作を種々の評価項目で評価し、計算した評価値を車両の移動量決定部66に送信する。評価計算部62は、例えば、車両が仮想的な壁に衝突した回数、及びオーバーステアが発生した回数に応じて評価値を下げ、有効なドリフトがなされた回数に応じて評価値を上げる等の処理を行い、プレイヤーの運転操作を評価する。また、評価計算部62は、これらの他、通過ラップ等を考慮して評価を行ってもよい。 The evaluation calculation unit 62 evaluates the driving operation of the player by various evaluation items, and transmits the calculated evaluation value to the vehicle movement amount determination unit 66. For example, the evaluation calculation unit 62 decreases the evaluation value according to the number of times the vehicle has collided with the virtual wall and the number of times oversteer has occurred, and increases the evaluation value according to the number of times that the effective drift has been made. Process and evaluate the driving operation of the player. Moreover, the evaluation calculation part 62 may perform evaluation in consideration of passing laps etc. besides these.
 ブースト制御部64は、特定の場面において、車両の速度性能を向上させる制御を行う。車両の速度性能を向上させるための処理には、種々のものが想定されるが、例えば、ブースト制御部64は、車両が先頭を走行していない場面で、その車両の加速性能等を先行車両よりも高くして、追い付きを容易にする処理を行う。また、ブースト制御部64は、評価計算部62による評価値の計算に関与し、車両の評価値が上がりやすくする処理等を行ってもよい。 The boost control unit 64 performs control for improving the speed performance of the vehicle in a specific scene. Various processes for improving the speed performance of the vehicle are assumed. For example, the boost control unit 64 determines the acceleration performance or the like of the vehicle in a scene where the vehicle is not traveling at the head. To make it easier to catch up. Further, the boost control unit 64 may be involved in the calculation of the evaluation value by the evaluation calculation unit 62, and may perform a process that makes it easy to increase the vehicle evaluation value.
 また、ブースト制御部64は、連敗中のプレイヤーが連戦を行った場合には、ブースト制御の程度(ブースト制御レベル)を大きくする処理(後述)を行う。 In addition, the boost control unit 64 performs processing (described later) for increasing the degree of boost control (boost control level) when a consecutively defeated player makes a series of battles.
 車両の移動量決定部66は、基本加減速計算部60が計算した基本的な加減速度、及び旋回角度(或いは旋回角速度)に、評価計算部62が計算した評価値、及びブースト制御部64によりブースト制御が行われているか否かを反映させて車両の移動量を計算し、仮想空間内に設定されたコース内で車両の位置、及び進行方向を決定することにより、車両をコース内で移動させる。 The vehicle movement amount determination unit 66 uses the basic acceleration / deceleration calculated by the basic acceleration / deceleration calculation unit 60 and the turning angle (or turning angular velocity) by the evaluation value calculated by the evaluation calculation unit 62 and the boost control unit 64. The vehicle is moved within the course by calculating the amount of movement of the vehicle, reflecting whether boost control is being performed, and determining the position and direction of travel of the vehicle within the course set in the virtual space. Let
 なお、車両の移動量決定部66には、通信インターフェース52を介して他の個別機10から位置情報、すなわちレース相手の他車両の位置がリアルタイムに入力され、他車両との接触等による加減速度等を車両の移動量に反映させる。このような相互的な接触の影響は、各個別機10において、作用反作用の法則に基づき計算される。 The vehicle movement amount determination unit 66 receives position information from another individual machine 10 via the communication interface 52, that is, the position of the other vehicle of the race partner in real time, and accelerates / decelerates due to contact with the other vehicle. Etc. are reflected in the movement amount of the vehicle. The influence of such mutual contact is calculated in each individual machine 10 based on the law of action and reaction.
 また、車両の移動量決定部66は、レース終盤になると、ブースト制御部64にブースト制御を停止させ、評価計算部62により計算された評価値が高い程、車両の走行性能を向上させる処理を行う。評価計算部62により計算された評価値は、レース終盤に限らず、レース中の所望の期間において速度等に反映させてもよい。 Further, when the end of the race is reached, the vehicle movement amount determination unit 66 causes the boost control unit 64 to stop boost control, and the higher the evaluation value calculated by the evaluation calculation unit 62 is, the higher the travel value of the vehicle is. Do. The evaluation value calculated by the evaluation calculation unit 62 is not limited to the final stage of the race, but may be reflected on the speed or the like in a desired period during the race.
 メイン制御部68は、開始・終了制御部70と、表示制御部72と、勝敗判定部74とを備える。開始・終了制御部70については後述する。 The main control unit 68 includes a start / end control unit 70, a display control unit 72, and a win / loss determination unit 74. The start / end control unit 70 will be described later.
 表示制御部72は、上記のように決定された車両の位置、及び進行方向に基づき、車両後方に存在する仮想的なカメラから見た風景、又は運転者から見た風景のいずれかを示す表示画像を生成するためのデータを、レンダリングプロセッサ47に送信する。 The display control unit 72 displays either a landscape viewed from a virtual camera existing behind the vehicle or a landscape viewed from the driver based on the vehicle position and the traveling direction determined as described above. Data for generating an image is transmitted to the rendering processor 47.
 図5は、表示装置12により表示される表示画像の一例を示す。図5に示すように、レース中において表示装置12には、車速V、エンジン回転数N、自プレイヤー情報、対戦相手情報等が表示される。 FIG. 5 shows an example of a display image displayed by the display device 12. As shown in FIG. 5, during the race, the display device 12 displays a vehicle speed V, an engine speed N, own player information, opponent information, and the like.
 勝敗判定部74は、車両がゴールに到達した時刻を、他の個別機10が制御する車両の到達時刻と比較して、自個別機10が制御する車両が(自個別機10側のプレイヤーが)勝ったか負けたかを判定する。勝敗判定部74による勝敗判定結果は、例えばシステムメモリ42に格納される。 The win / loss determination unit 74 compares the time when the vehicle reaches the goal with the arrival time of the vehicle controlled by the other individual device 10, and determines whether the vehicle controlled by the own individual device 10 (the player on the own individual device 10 side) ) Judge whether you won or lost. The result of the win / loss determination by the win / loss determination unit 74 is stored in the system memory 42, for example.
 ポイント数管理部76は、勝敗判定部74による勝敗判定結果に基づき、勝者側のプレイヤーに例えば連戦に応じて漸増するポイントを、敗者側のプレイヤーに例えば1ポイントのみを付与する。この獲得ポイントは、プレイヤーが保持するICカードに書き込まれると共に、記憶装置43にも保存される。勝者側に与えられる獲得ポイントは、同一組のプレイヤーが連戦するのに応じて大きくなるように設定されている。図6は、獲得ポイントの変化の一例を示す。また、図7は、ゲーム開始前に獲得ポイント数(図7に示す「×」状マークの数)を表示した表示画面を示す。これによって、プレイヤーに獲得ポイント数の争いを意識させることができる。 The number-of-points management unit 76 gives, for example, only one point to the loser player, for example, points that gradually increase in accordance with a series of battles, for example, based on the win / loss determination result by the win / loss determination unit 74. The acquired points are written on the IC card held by the player and also stored in the storage device 43. The acquisition points given to the winner are set so as to increase as the same set of players fights. FIG. 6 shows an example of a change in earned points. FIG. 7 shows a display screen that displays the number of acquired points (the number of “×” marks shown in FIG. 7) before the game is started. This makes the player aware of the battle for the number of points earned.
 「連戦」とは、後述するように「コンティニュー?」という表示画像による問いかけに対してコインが投入されると共にYesが回答された場合をいう。獲得ポイントが所定数以上獲得されると、ゲーム画面上に特別なアイコンが表示される等の特典が付与される。 “Sequential battle” refers to a case where coins are inserted and “Yes” is answered in response to an inquiry with a display image “Continue?” As will be described later. When a predetermined number or more of acquisition points are acquired, a privilege such as displaying a special icon on the game screen is given.
 このような処理によって、後述するブースト制御の調整と共に、プレイヤーに連続してプレイするモチベーションを与えることができる。 Such processing can give the player the motivation to play continuously along with the adjustment of boost control described later.
 以下、本実施例のゲーム装置1におけるゲーム終了から開始までの処理について説明する。図8は、開始・終了制御部70が実行する処理を説明するためのフローチャートである。本フローチャートは、対戦モードのレースが終了したタイミングで開始される。なお、後述するように、本実施例のゲーム装置1は、対戦モード以外のゲームモード(2対2モード、タッグモード等)を有している。 Hereinafter, processing from the end to the start of the game in the game apparatus 1 of the present embodiment will be described. FIG. 8 is a flowchart for explaining the process executed by the start / end control unit 70. This flowchart is started at the timing when the race in the battle mode ends. As will be described later, the game apparatus 1 of the present embodiment has a game mode other than the battle mode (two-to-two mode, tag mode, etc.).
 まず、開始・終了制御部70は、システムメモリ42内のデータを参照し、自個別機10側のプレイヤー(以下、自プレイヤーと呼ぶ)が勝ったか負けたかを判定する(S100)。 First, the start / end control unit 70 refers to the data in the system memory 42 and determines whether the player on the own individual machine 10 side (hereinafter referred to as the own player) has won or lost (S100).
 自プレイヤーが勝った場合、開始・終了制御部70は、自プレイヤーの連勝による連戦回数が、連戦可能回数以内であるか否かを判定する(S102)。 When the player wins, the start / end control unit 70 determines whether or not the number of consecutive battles by the player's consecutive victory is within the number of consecutive battles possible (S102).
 本実施例のゲーム装置1は、連勝中のプレイヤーに対して所定回数まで無料で連戦を行うことを許容しているため、自プレイヤーの連勝による連戦回数が、連戦可能回数以内である場合には、後述するS108の判定をスキップさせる。 Since the game apparatus 1 of the present embodiment allows a player who is winning consecutive games to perform consecutive battles free of charge up to a predetermined number of times, Then, the determination in S108 described later is skipped.
 開始・終了制御部70は、自プレイヤーの連勝による連戦回数が、連戦可能回数以内である場合、相手プレイヤーが開始(レーススタート)状態となるまで待機し(S104)、相手プレイヤーが開始状態となると、レースをスタートさせる(S106)。 The start / end control unit 70 waits until the opponent player enters the start (race start) state when the number of consecutive battles by the player's consecutive wins is within the number of possible consecutive battles (S104), and when the opponent player enters the start state. The race is started (S106).
 S102において、自プレイヤーの連勝による連戦回数が連戦可能回数を超えると判定された場合、開始・終了制御部70は、所定時間以内にコインが投入され(又はICカードのプール分が消費され)、且つスタートボタンが押下されると、S104に進み、相手プレイヤーが開始状態となるのを待ってレースをスタートさせる。開始・終了制御部70は、所定時間以内にコインが投入され(又はICカードのプール分が消費され)、且つスタートボタンが押下されなかった場合には、ゲームオーバー処理を行う(S110)。開始・終了制御部70は、ゲームオーバー処理において、モード、連敗数、勝敗結果履歴等をリセットする処理を行う。 In S102, when it is determined that the number of consecutive battles due to consecutive wins of the player exceeds the number of consecutive battles possible, the start / end control unit 70 inserts coins within a predetermined time (or consumes the pool of IC cards), When the start button is pressed, the process proceeds to S104, and the race is started after the opponent player enters the start state. The start / end control unit 70 performs a game over process when coins are inserted within a predetermined time (or the IC card pool is consumed) and the start button is not pressed (S110). The start / end control unit 70 performs a process of resetting the mode, the number of consecutive losses, the win / loss result history, and the like in the game over process.
 一方、自プレイヤーが負けた場合、開始・終了制御部70は、システムメモリ42に格納された勝敗判定結果履歴を参照して自プレイヤーの連敗数を取得し(S120)、取得した連敗数に応じてブースト制御レベルを決定する(S122)。 On the other hand, when the player loses, the start / end control unit 70 refers to the win / loss determination result history stored in the system memory 42 to acquire the player's consecutive loss number (S120), and according to the acquired consecutive loss number. The boost control level is determined (S122).
 図9は、開始・終了制御部70が使用する連敗数とブースト制御レベルの対応表Aである。図9において、ブースト制御レベル0は、ブースト制御を強化しない、すなわち通常のブースト制御を行うことを意味する。ブースト制御レベルは、値が大きくなるのに応じて徐々にブースト制御の程度が大きくなることを示している。 FIG. 9 is a correspondence table A of the number of consecutive losses used by the start / end control unit 70 and the boost control level. In FIG. 9, boost control level 0 means that boost control is not strengthened, that is, normal boost control is performed. The boost control level indicates that the degree of boost control gradually increases as the value increases.
 開始・終了制御部70は、連敗数をキーとして対応表を検索することによりブースト制御レベルを取得し、取得したブースト制御レベルをブースト制御部64に送信する。 The start / end control unit 70 acquires the boost control level by searching the correspondence table using the number of consecutive losses as a key, and transmits the acquired boost control level to the boost control unit 64.
 ブースト制御部64は、ブースト制御レベルとブースト制御の強化程度の対応表Bを保持しており、対応表Bに応じてブースト制御の強化程度を決定する。 The boost control unit 64 holds the correspondence table B of the boost control level and the boost control enhancement degree, and determines the boost control enhancement degree according to the correspondence table B.
 図10は、ブースト制御レベルとブースト制御の強化程度の対応表Bの一例を示す。図10において、ブーストの強さとは、前述したように、車両が先頭を走行していない場面で、その車両の加速性能等を先行車両よりも高くして追い付きを容易にする処理を行う際に、追いつきを容易にする程度、或いは追い越しを行う過程における、より遅い段階までブーストを継続する程度、すなわち、「加算する加速度の大きさ」や、「速度の持続性を高める度合い」を意味する。また、ブーストの強さは、「ブースト制御を発生させる回数」を意味するものであってもよい。 FIG. 10 shows an example of a correspondence table B of boost control levels and boost control enhancement levels. In FIG. 10, the strength of the boost means that, as described above, in a scene where the vehicle is not traveling at the head, the acceleration performance of the vehicle is made higher than that of the preceding vehicle to facilitate catch-up. It means the degree of facilitating catch-up, or the degree of continuing boosting to a later stage in the process of overtaking, that is, “the degree of acceleration to be added” and “the degree of increasing the sustainability of speed”. Further, the boost strength may mean “the number of times boost control is generated”.
 また、図10において、スコア優遇程度とは、ブースト制御部64が、評価計算部62による評価値の計算に関与し、車両の評価値が上がりやすくする処理を行う程度を示す。評価計算部62による評価値は、レース中における各場面で速度性能に反映され得るため、スコア優遇程度を高めることによって、プレイヤーが操作する車両の速度性能が高められることになる。 In FIG. 10, the score preferential degree indicates the degree to which the boost control unit 64 is involved in the calculation of the evaluation value by the evaluation calculation unit 62 and performs the process of making the vehicle evaluation value easy to increase. Since the evaluation value by the evaluation calculation unit 62 can be reflected in the speed performance in each scene during the race, the speed performance of the vehicle operated by the player is improved by increasing the score preferential degree.
 このように、ブースト制御部64は、連敗数が大きくなる程、ブーストの強さやスコア優遇程度を大きくする。この結果、本実施例のゲーム装置1は、敗者側のプレイヤーがいつまで経っても勝てないといった事態が生じるのを抑制し、優れたプレイヤーに挑戦するモチベーションを与えることができる。 Thus, the boost control unit 64 increases the boost strength and the score preferential treatment as the number of consecutive losses increases. As a result, the game apparatus 1 according to the present embodiment can suppress the occurrence of a situation in which the loser player cannot win, and can provide motivation to challenge an excellent player.
 開始・終了制御部70は、敗者側のプレイヤーが連戦を行うか否かを決定するのに先立って、ブースト制御レベルに応じたブースト表示を行う(S124)。図11は、ブースト制御レベルとブースト表示の対応表Cを示す図である。係る表示を行うことによって、本実施例のゲーム装置1は、敗者側のプレイヤーに、次は更にブーストが強化されるから勝てるだろうという、継続してプレイを行うモチベーションを与えることができる。 The start / end control unit 70 performs a boost display according to the boost control level prior to determining whether or not the loser player will play a series of battles (S124). FIG. 11 is a diagram showing a correspondence table C of boost control levels and boost displays. By performing such a display, the game apparatus 1 according to the present embodiment can give the loser player the motivation to continue to play because the next boost will be strengthened.
 また、図11に示すように、ブースト制御レベルとブースト表示は、完全に一致させていない。これは、ブースト表示が無制限に大きい値に増加すると、却って優れたプレイヤーに挑戦するモチベーションを失わせるという懸念からである。ブースト表示が5段階目で頭打ち(FULL BOOST)になるのに対し、ブースト制御レベルは7段階目まで存在する。この結果、力量の劣ったプレイヤーがプレイを継続することにより勝つ可能性を高め、プレイヤー間の盛り上がりを支援することができる。 Further, as shown in FIG. 11, the boost control level and the boost display are not completely matched. This is due to the concern that if the boost display increases to an unlimitedly large value, the motivation to challenge the best player will be lost. While the boost display reaches its peak at the fifth stage (FULL BOOST), the boost control level exists up to the seventh stage. As a result, it is possible to increase the possibility that a player with inferior ability will win by continuing to play, and to support excitement among players.
 なお、ブースト表示が行われている間、勝者側のプレイヤーの連勝数が合わせて表示される。この結果、敗者側のプレイヤーに対し、優れたプレイヤーに挑戦するモチベーションを与えることができる。 In addition, while the boost display is being performed, the number of consecutive wins of the winner player is also displayed. As a result, it is possible to give the loser player motivation to challenge a superior player.
 次に、開始・終了制御部70は、(1)プレイヤーが、所定時間以内にコインを投入し、且つ「コンティニュー?」の問いかけに対し「Yes」を入力したか、(2)プレイヤーが「コンティニュー?」の問いかけに対し「No」を入力し、又は時間切れとなり、或いは相手プレイヤーがゲームを終了したか、(3)プレイヤーがモード選択を行ったかを判定する(S126)。 Next, the start / end control unit 70 determines whether (1) the player inserts a coin within a predetermined time and inputs “Yes” in response to the “Continue?” Question. "No" is input in response to the question "?" Or the time is up, or it is determined whether the opponent player has finished the game or (3) the player has made a mode selection (S126).
 (1)プレイヤーが、所定時間以内にコインを投入し、且つ「コンティニュー?」の問いかけに対し「Yes」を入力した場合、開始・終了制御部70は、相手プレイヤーが開始(レーススタート)状態となるまで待機し(S128)、相手プレイヤーが開始状態となると、レースをスタートさせる(S130)。ここで、本実施例のゲーム装置1は、連敗中のプレイヤーとは異なるプレイヤーが連戦を行ったとしても、操作入力を受け付ける受付手段が同一であれば、同じプレイヤーが連続してプレイを行ったとみなしてブースト制御を行う。この結果、連敗数に応じたブースト制御の強化は次のプレイヤーに引き継がれ、連勝中のプレイヤーに挑戦するというプレイヤー間の盛り上がりは維持されることになる。 (1) When the player inserts a coin within a predetermined time and inputs “Yes” in response to the “Continue?” Question, the start / end control unit 70 sets the opponent player in a start (race start) state. (S128). When the opponent player enters the start state, the race is started (S130). Here, in the game apparatus 1 according to the present embodiment, even if a player different from the consecutive defeating players has played a series of battles, the same player has played continuously as long as the receiving means for receiving the operation input is the same. Consider boost control. As a result, the boost control enhancement according to the number of consecutive losses is inherited by the next player, and the excitement among the players is challenged to challenge the player who is winning consecutively.
 (2)プレイヤーが、「コンティニュー?」の問いかけに対し「No」を入力し、又は時間切れとなり、或いは相手プレイヤーがゲームを終了した場合、開始・終了制御部70は、ゲームオーバー処理を行う(S132)。開始・終了制御部70は、ゲームオーバー処理において、モード、連敗数、勝敗結果履歴等をリセットする処理を行う。 (2) When the player inputs “No” in response to the “Continue?” Question, or the time is up or the opponent player ends the game, the start / end control unit 70 performs a game over process ( S132). The start / end control unit 70 performs a process of resetting the mode, the number of consecutive losses, the win / loss result history, and the like in the game over process.
 (3)プレイヤーが、モード選択を行った場合、開始・終了制御部70は、連敗数をリセットし(S134)、モード選択処理を行う(S136)。本実施例のゲーム装置1は、対戦モード以外のゲームモード(2VS2モード、タッグモード等)を有しており、モード選択処理は、対戦モードにおける処理フローを示す図8のフローチャートよりも上位の処理となる。このため、本明細書ではモード選択処理に関する詳細な説明を省略する。 (3) When the player selects a mode, the start / end control unit 70 resets the number of consecutive losses (S134) and performs a mode selection process (S136). The game apparatus 1 according to the present embodiment has a game mode other than the battle mode (2VS2 mode, tag mode, etc.), and the mode selection process is a higher-level process than the flowchart of FIG. 8 showing the process flow in the battle mode. It becomes. For this reason, detailed description regarding the mode selection processing is omitted in this specification.
 以上説明した本実施例のゲーム装置1によれば、連敗中のプレイヤーが連続してプレイする場合に、そのプレイヤーが操作する車両について、特定の場面における速度性能の向上程度を、前回プレイ時の向上程度よりも増加させるため、更なる連敗の発生を抑制することができる。また、ブーストの強さやスコア優遇程度を大きくすることにより、特定の場面における速度性能を向上させるため、連敗中のプレイヤーに対して、より効果的なアドバンテージを与えることができる。 According to the game device 1 of the present embodiment described above, when a player who is losing continuously plays continuously, the speed performance improvement degree in a specific scene is determined for the vehicle operated by the player at the time of the previous play. Since it increases more than an improvement degree, generation | occurrence | production of the further consecutive defeat can be suppressed. Further, by increasing the strength of the boost and the preferential score, the speed performance in a specific scene is improved, so that a more effective advantage can be given to players who are losing consecutively.
 この結果、プレイヤーの力量差を埋めるための効果的な制御を行い、優れたプレイヤーに挑戦するモチベーションを与えることができる。 As a result, it is possible to give effective motivation to challenge excellent players by performing effective control to fill in the player's ability gap.
 また、本実施例のゲーム装置1によれば、連敗中のプレイヤーが連続してプレイする場合に、連敗数が増加するのに応じて、ブーストの強さやスコア優遇程度を徐々に大きくするため、敗者側のプレイヤーがいつまで経っても勝てないといった事態が生じるのを抑制し、優れたプレイヤーに挑戦するモチベーションを与えることができる。 In addition, according to the game device 1 of the present embodiment, when the player who is losing consecutively plays continuously, the strength of boost and the score preferential treatment are gradually increased as the number of consecutive losses increases. It is possible to suppress the occurrence of a situation where the losing player cannot win, and to provide motivation to challenge a superior player.
 また、本実施例のゲーム装置1によれば、敗者側のプレイヤーが連戦を行うか否かを決定するのに先立って、ブースト制御レベルに応じたブースト表示を行うため、敗者側のプレイヤーに、次は更にブーストが強化されるから勝てるだろうという、継続してプレイを行うモチベーションを与えることができる。 In addition, according to the game apparatus 1 of the present embodiment, before the loser player determines whether or not to perform a series of battles, in order to perform a boost display according to the boost control level, Next, you can give the motivation to continue playing that you can win because the boost is further strengthened.
 また、本実施例のゲーム装置1によれば、ブースト表示が頭打ちとなった後も、内部パラメータであるブースト制御レベルを増加させるため、力量の劣ったプレイヤーがプレイを継続することにより勝つ可能性を高め、プレイヤー間の盛り上がりを支援することができる。 In addition, according to the game apparatus 1 of the present embodiment, the boost control level that is an internal parameter is increased even after the boost display reaches a peak, so that a player with poor ability may win by continuing play. And help the excitement among players.
 本発明は、すべての適合する形態、たとえば専用ハードウェアや専用ハードウェアとソフトウェアの混合で実行され得る。本発明は、一以上のネットワークに接続された処理装置により実行されるコンピュータ・ソフトウェアとして実行され得る。ネットワークには、インターネットのようなすべての従来型陸上通信や無線通信のネットワークが含まれ得る。処理装置には、汎用コンピュータやPDA、携帯電話(WAPや3G準拠の電話等)などすべての適切にプログラムされた装置が含まれ得る。本発明はソフトウェアとして実行されるので、本発明の各々全ての側面は、プログラム可能な装置に実装することができるコンピュータ・ソフトウェアを含む。コンピュータ・ソフトウェアは、フロッピーディスク(登録商標)、ハードディスク、CD-ROM、磁気テープ装置や固体記録装置等プロセッサーが読み取り可能なコードを記録するすべての記録媒体を使って、プログラム可能な装置に供給され得る。 The present invention can be implemented in all suitable forms, such as dedicated hardware or a mixture of dedicated hardware and software. The present invention can be implemented as computer software executed by a processing device connected to one or more networks. The network may include all conventional land and wireless communication networks such as the Internet. Processing devices may include any suitably programmed device such as a general purpose computer, PDA, mobile phone (such as a WAP or 3G compliant phone). Since the present invention is implemented as software, each and every aspect of the present invention includes computer software that can be implemented on a programmable device. Computer software is supplied to programmable devices using all recording media that record processor-readable codes such as floppy disks, hard disks, CD-ROMs, magnetic tape devices and solid-state recording devices. obtain.
 ハードウェア・プラットフォームは、例えば、中央演算ユニット(CPU)、ランダム・アクセス・メモリー(RAM)とハードディスク装置(HDD)を含むすべての所望のハードウェア資源を含む。CPUは、すべての所望の種類、数のプロセッサーにより構成され得る。RAMは、すべての所望の揮発または不揮発性メモリにより構成され得る。HDDは、大量のデータを記録することが可能な全ての所望の不揮発性メモリにより構成され得る。ハードウェア資源は、装置のタイプにあわせて、さらに入力装置、出力装置やネットワーク装置を備えてもよい。あるいは、HDDはアクセスできる限り、装置の外部にあってもよい。この例では、CPUのキャッシュメモリのようなCPUとRAMが装置の物理メモリまたは主メモリとして機能し得る一方、HDDは装置の2次メモリとして機能し得る。 The hardware platform includes all desired hardware resources including, for example, a central processing unit (CPU), a random access memory (RAM) and a hard disk drive (HDD). The CPU can be configured with all desired types and numbers of processors. The RAM can be composed of any desired volatile or non-volatile memory. The HDD can be composed of all desired non-volatile memories capable of recording a large amount of data. The hardware resource may further include an input device, an output device, and a network device in accordance with the device type. Alternatively, the HDD may be external to the device as long as it can be accessed. In this example, the CPU and RAM, such as the CPU cache memory, can function as the physical memory or main memory of the device, while the HDD can function as the secondary memory of the device.
 以上、本発明を実施するための形態について詳述したが、本発明は上述した特定の実施例に限定されるものではなく、特許請求の範囲に記載された本発明の要旨の範囲内において種々の変形・変更が可能である。 As mentioned above, although the form for implementing this invention was explained in full detail, this invention is not limited to the specific Example mentioned above, In the range of the summary of this invention described in the claim, it is various. Can be modified or changed.
 例えば、図9に示すように、ブースト制御レベルを1以上に設定するのは、敗者側のプレイヤーが2連敗以上した場合であるものとしたが、敗者側のプレイヤーが1敗した場合からブースト制御レベルを1以上に設定するものとしてもよい。すなわち、「連敗中のプレイヤーが連続してプレイする場合」を、「敗者側の(勝者でない)プレイヤーが連続してプレイする場合」まで拡張してもよい。 For example, as shown in FIG. 9, the boost control level is set to 1 or more when the loser player loses two or more consecutive losses, but boost control starts when the loser player loses one. The level may be set to 1 or more. That is, “when a consecutively losing player plays continuously” may be extended to “when a loser (non-winner) player plays continuously”.
 また、図8のS134、S136に示すように、モード選択処理を行う際には連敗数がリセットされるものとしたが、係る設定では、モード選択処理に移行してから対戦モードに帰還した場合に連敗数が引き継がれないことになる。従って、これに代えて、モード選択処理に移行してから対戦モードに帰還した場合には、連敗数が保存されるものとしてもよい。 In addition, as shown in S134 and S136 of FIG. 8, the number of consecutive losses is reset when the mode selection process is performed, but in such a setting, when returning to the battle mode after shifting to the mode selection process The number of consecutive losses will not be taken over. Therefore, instead of this, when returning to the battle mode after shifting to the mode selection process, the number of consecutive losses may be stored.
 また、図8のフローチャートでは、双方共に規定のラップタイムを満たさなかった場合(両負けの場合)について考慮していないが、このような場合には、連敗数をクリアするものとしてよい。 Further, in the flowchart of FIG. 8, the case where both do not satisfy the specified lap time (in the case of both losses) is not considered, but in such a case, the number of consecutive losses may be cleared.
 また、本発明は、車両のレースゲームに限らず、競馬、競輪、競艇、オートレースその他に擬したゲーム装置、すなわち仮想空間内でレースを行わせる、あらゆるゲーム装置に適用することができる。 Further, the present invention is not limited to a vehicle racing game, but can be applied to any game device imitating horse racing, bicycle racing, boat racing, auto racing, or the like, that is, any game device that allows a race to be performed in a virtual space.
 また、「特定の場面においてオブジェクトの速度性能を向上させる制御」の一例として、実施例のブースト制御を挙げたが、これに限定されるものではない。例えば、所定のボタンをプレイヤーが押下すると、一定期間、加速度性能や速度の上限を向上させる制御を行い、連敗中の(或いは勝者側でない)プレイヤーに対して、係る制御の強さや回数を大きくしてもよい。 In addition, as an example of “control for improving the speed performance of an object in a specific scene”, the boost control of the embodiment is described, but it is not limited to this. For example, when a player presses a predetermined button, control is performed to improve the upper limit of acceleration performance or speed for a certain period of time, and the strength or number of times of such control is increased for a player who is losing consecutively (or who is not the winner). May be.
 また、上記実施例では、各個別機10が、それぞれ自プレイヤーの操作する車両の位置を計算する分散制御型のゲーム装置として説明したが、複数の車両の位置を一括して計算するマスター制御装置が存在してもよい。この場合、家庭用ゲーム機のように、ステアリングホイールやアクセルペダル等の操作部と表示装置のみがプレイヤー毎に設けられた構成であってもよい。 In the above embodiment, each individual machine 10 has been described as a distributed control type game device that calculates the position of the vehicle operated by the player. However, the master control device calculates the positions of a plurality of vehicles at once. May be present. In this case, a configuration in which only an operation unit such as a steering wheel and an accelerator pedal and a display device are provided for each player as in a home-use game machine may be used.
 本国際出願は、2012年5月10日に出願された日本国特許出願2012-108768号に基づく優先権を主張するものであり、日本国特許出願2012-108768号の全内容を本国際出願に援用する。
 
This international application claims priority based on Japanese Patent Application No. 2012-108768 filed on May 10, 2012. The entire contents of Japanese Patent Application No. 2012-108768 are incorporated herein by reference. Incorporate.

Claims (8)

  1.  複数のプレイヤーのそれぞれに互いに異なるオブジェクトを操作させ、仮想空間内でレースを行わせるゲーム装置であって、
     前記複数のプレイヤーによる操作入力を受け付ける受付手段と、
     前記複数のプレイヤーが前記受付手段に対して行った操作入力に基づき複数の前記オブジェクトの移動量を決定する制御手段であって、特定の場面において前記オブジェクトの速度性能を向上させる制御を行う制御手段と、
     前記制御手段により決定された移動量に基づき前記複数のプレイヤーの勝敗を決定する勝敗決定手段と、
     前記複数のプレイヤーの勝敗を記憶する記憶手段と、を備え、
     前記制御手段は、前記複数のプレイヤーのうち連敗中のプレイヤーが連続してプレイする場合には、そのプレイヤーが操作するオブジェクトについて、前記特定の場面における速度性能の向上程度を前回プレイ時の向上程度よりも増加させることを特徴とするゲーム装置。
    A game device that allows a plurality of players to operate different objects and race in a virtual space,
    Receiving means for receiving operation inputs by the plurality of players;
    Control means for determining movement amounts of the plurality of objects based on operation inputs made by the plurality of players to the receiving means, and for performing control to improve the speed performance of the objects in a specific scene When,
    Win / loss determination means for determining win / loss of the plurality of players based on the movement amount determined by the control means;
    Storage means for storing wins and losses of the plurality of players,
    When the consecutively losing players among the plurality of players play continuously, the control means sets the improvement in speed performance in the specific scene for the object operated by the player in the previous play. A game device characterized by being increased more than the above.
  2.  請求項1に記載のゲーム装置であって、
     前記制御手段は、前記連敗中のプレイヤーの連敗数が増加する程、前記特定の場面における速度性能の向上程度を大きく増加させることを特徴とするゲーム装置。
    The game device according to claim 1,
    The game device according to claim 1, wherein the control means greatly increases the improvement in speed performance in the specific scene as the number of consecutive losses of the player who is losing continuously increases.
  3.  請求項2に記載のゲーム装置であって、
     前記制御手段は、前記特定の場面における速度性能の向上程度を段階的に増加させた程度に応じた段階表示を行い、
     その段階表示が最高段階を示した後も、前記特定の場面における速度性能の向上程度を連敗数の増加に応じて更に増加させることを特徴とするゲーム装置。
    The game device according to claim 2,
    The control means performs stage display according to the degree of increasing the speed performance improvement degree in the specific scene in stages,
    A game apparatus characterized by further increasing the speed performance improvement degree in the specific scene in accordance with an increase in the number of consecutive losses even after the stage display shows the highest stage.
  4.  請求項1に記載のゲーム装置であって、
     前記制御手段は、前記複数のプレイヤーのうち勝者でないプレイヤーが連続してプレイする場合には、そのプレイヤーが操作するオブジェクトについて、前記特定の場面における速度性能の向上程度を、前回プレイ時の向上程度よりも増加させることを特徴とするゲーム装置。
    The game device according to claim 1,
    When the player who is not the winner among the plurality of players plays continuously, the control means determines the improvement in speed performance in the specific scene for the object operated by the player, A game device characterized by being increased more than the above.
  5.  請求項1に記載のゲーム装置であって、
     前記連続してプレイする場合とは、1回のレースが終了した後、所定時間以内に、連続プレイに同意する所定の操作が行われた場合であるゲーム装置。
    The game device according to claim 1,
    The case of playing continuously is a game device in which a predetermined operation for agreeing to continuous play is performed within a predetermined time after one race is completed.
  6.  請求項1に記載のゲーム装置であって、
     所定のポイントを、勝者側のプレイヤーにより多く付与するポイント付与手段を備え、前記ポイント付与手段は、連続対戦数の増加に応じて付与する所定のポイントを増加させることを特徴とするゲーム装置。
    The game device according to claim 1,
    A game apparatus comprising point grant means for giving a predetermined point more to a player on the winner side, wherein the point grant means increases the predetermined point to be given according to an increase in the number of consecutive matches.
  7.  複数のプレイヤーのそれぞれに互いに異なるオブジェクトを操作させ、仮想空間内でレースを行わせるゲーム装置の制御コンピュータに、
     前記複数のプレイヤーが受付手段に対して行った操作入力に基づき複数の前記オブジェクトの移動量を決定させると共に、特定の場面において前記オブジェクトの速度性能を向上させる手順と、
     前記決定された移動量に基づき前記複数のプレイヤーの勝敗を決定させる手順と、
     前記複数のプレイヤーの勝敗を記憶手段に記憶させる手順と、
     前記複数のプレイヤーのうち連敗中のプレイヤーが連続してプレイする場合には、そのプレイヤーが操作するオブジェクトについて、前記特定の場面における速度性能の向上程度を、前回プレイ時の向上程度よりも増加させる手順と、を実行させるゲーム制御プログラムを記録したことを特徴とする記録媒体。
    A control computer of a game device that allows a plurality of players to operate different objects and perform a race in a virtual space,
    A procedure for determining the amount of movement of the plurality of objects based on an operation input made by the plurality of players to the receiving means, and improving the speed performance of the object in a specific scene;
    A procedure for determining the victory or defeat of the plurality of players based on the determined amount of movement;
    A procedure for storing the winning and losing of the plurality of players in a storage means;
    When consecutively losing players among the plurality of players play continuously, the improvement in speed performance in the specific scene is increased from the improvement in the previous play for the object operated by the player. And a game control program for executing the procedure.
  8.  請求項7に記載の記録媒体であって、
     前記制御コンピュータに、前記複数のプレイヤーのうち勝者でないプレイヤーが連続してプレイする場合には、そのプレイヤーが操作するオブジェクトについて、前記特定の場面における速度性能の向上程度を、前回プレイ時の向上程度よりも増加させる手順を実行させるゲーム制御プログラムを記録したことを特徴とする記録媒体。
     
    The recording medium according to claim 7,
    When a player who is not a winner among the plurality of players plays continuously on the control computer, the improvement in speed performance in the specific scene is improved for the object operated by the player, A recording medium on which a game control program for executing a procedure for increasing the number of steps is recorded.
PCT/JP2013/057733 2012-05-10 2013-03-18 Gaming device and recording medium WO2013168470A1 (en)

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