WO2021117506A1 - Game system, server, and program - Google Patents

Game system, server, and program Download PDF

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Publication number
WO2021117506A1
WO2021117506A1 PCT/JP2020/044207 JP2020044207W WO2021117506A1 WO 2021117506 A1 WO2021117506 A1 WO 2021117506A1 JP 2020044207 W JP2020044207 W JP 2020044207W WO 2021117506 A1 WO2021117506 A1 WO 2021117506A1
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WO
WIPO (PCT)
Prior art keywords
moving body
course
stability
game system
race
Prior art date
Application number
PCT/JP2020/044207
Other languages
French (fr)
Japanese (ja)
Inventor
慶悟 池田
裕也 藤木
井出 哲也
邦彦 和田本
和也 丸居
裕俊 塩崎
陽介 南
Original Assignee
株式会社バンダイナムコエンターテインメント
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Filing date
Publication date
Application filed by 株式会社バンダイナムコエンターテインメント filed Critical 株式会社バンダイナムコエンターテインメント
Publication of WO2021117506A1 publication Critical patent/WO2021117506A1/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
    • A63F13/45Controlling the progress of the video game
    • A63F13/49Saving the game status; Pausing or ending the game
    • A63F13/497Partially or entirely replaying previous game actions
    • 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
    • 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
    • A63F13/57Simulating properties, behaviour or motion of objects in the game world, e.g. computing tyre load in a car race 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

Definitions

  • the present invention relates to a game system, a server and a program.
  • the present invention has been made in view of the above problems, and an object of the present invention is to appropriately reproduce the course-out of a moving body in a game in which a moving body runs and races on a course in a virtual space.
  • an object of the present invention is to appropriately reproduce the course-out of a moving body in a game in which a moving body runs and races on a course in a virtual space.
  • the present invention is a game system for a moving body to run and race on a course in a virtual space, and is a movement that manages moving body information regarding the speed of the moving body and the stability of the moving body.
  • the course section information management unit that manages the course section information related to the shape of each of the plurality of course sections constituting the course, and the moving body information and the course section information.
  • a control unit that controls the movement of the moving body, a centrifugal force calculated based on the speed of the moving body and the shape of the course section each time the moving body passes through the course section, and a centrifugal force of the moving body.
  • the control unit includes a determination unit that determines whether or not the moving body is off course based on the stability, and the control unit determines that the moving object is off course when the determination unit determines that the moving object is off course.
  • the present invention relates to a game system characterized in that the course is taken off the course.
  • the present invention also relates to a server including each of the above parts.
  • the present invention also relates to a program for operating a computer as each of the above parts.
  • the present invention also relates to a computer-readable information storage medium that stores the above program.
  • the speed and stability of the moving body and the shape of each of the plurality of course sections are managed, and each time the moving body passes through the course section, the speed and stability of the moving body and the shape of the course section are used. Based on the calculated centrifugal force and the stability of the moving body, it is determined whether or not the moving body is off course, and if it is determined that the moving body is off course, the moving body is taken off course. In a game in which a moving body runs on a course in a virtual space and races, the course-out of the moving body can be appropriately reproduced.
  • the determination unit determines the probability that the moving body goes off course according to the relationship between the centrifugal force and the stability of the moving body. It may be changed to determine whether the moving object is off course.
  • the course-out of the moving body can be appropriately reproduced by changing the probability that the moving body goes out of the course according to the relationship between the centrifugal force and the stability of the moving body.
  • control unit may automatically move the moving body along the course.
  • control unit races the moving body on the course based on the moving body information and the course section information. It may be simulated.
  • the game system, server, program and information storage medium according to the present invention may further include a reproduction unit that generates and reproduces a reproduction image that reproduces the race based on the simulation result by the control unit. ..
  • the playback unit when the course-out occurs in the simulation result, the playback unit performs an effect for the scene when reproducing the course-out scene. You may.
  • the off-course scene can be more impressed when reproducing the race.
  • control unit when the control unit receives the input of the player during the reproduction of the reproduced image, the control unit receives the input of the input based on the input.
  • the race may be re-simulated after that point.
  • the playback unit generates the reproduced image based on the re-simulation result after receiving the re-simulation result by the control unit. You may play it.
  • the player can confirm the content of the subsequent race after inputting.
  • the mobile information may be variable at each start of the race.
  • control unit determines the speed of the moving body according to the shape or attribute of the course section through which the moving body passes. You may change it.
  • the behavior of the moving body can be appropriately reproduced by reflecting the shape and attributes of the course section through which the moving body is passing in the speed of the moving body.
  • the mobile information management unit may calculate the stability of the mobile according to the state of the mobile.
  • the behavior of the moving body can be appropriately reproduced by reflecting the state of the moving body in the stability of the moving body.
  • the mobile information management unit calculates the stability of the mobile according to the parts of each part of the mobile. May be good.
  • the behavior of the moving body can be appropriately reproduced by reflecting the parts for each part of the moving body in the stability of the moving body.
  • control unit changes the stability of the moving body in a decreasing direction according to the progress of the race, or the control unit.
  • the attributes of the course section may be changed.
  • the stability of the moving body decreases, the attributes of the course section change, and the course-out of the moving body is likely to occur. Can be done.
  • the determination unit determines the centrifugal force, the stability of the moving body, and the course section through which the moving body passes. It may be determined whether or not the moving object is off course based on the relevant additional factors. Further, the determination unit changes the probability that the moving body MV goes out of the course based on the additional element related to the course section through which the moving body passes, and determines whether or not the moving body goes out of the course. You may judge. For example, when the course section through which the moving body passes is a specific type of course section (for example, a jumping platform), the probability that the moving body goes out of the course may be increased.
  • the speed and stability of the moving body and the shape of each of the plurality of course sections are managed, and each time the moving body passes through the course section, the speed and stability of the moving body and the shape of the course section are used. Based on the calculated centrifugal force, the stability of the moving body, and the additional factors related to the course section, it is determined whether or not the moving body goes off course, and if it is determined that the moving body goes off course, the movement is performed. By taking the body off the course, it is possible to appropriately reproduce the off course of the moving body in a game in which the moving body runs and races on the course in the virtual space.
  • FIG. 1 is a diagram showing a game system of the present embodiment.
  • FIG. 2 is a diagram showing an example of a functional block diagram of the server of the present embodiment.
  • FIG. 3 is a diagram showing an example of a functional block diagram of the terminal of the present embodiment.
  • FIG. 4 is a diagram showing an example of a moving body.
  • FIG. 5 is a diagram showing an example of mobile information.
  • FIG. 6 is a diagram showing an example of a course arranged in the virtual space.
  • FIG. 7 is a diagram showing an example of course section information.
  • FIG. 8 is a diagram for explaining a race simulation.
  • FIG. 9 is a diagram showing an operation sequence when a predetermined input of the player is performed during reproduction of the reproduced image.
  • FIG. 10 is a flowchart showing a processing flow of the game system of the present embodiment.
  • FIG. 11 is a flowchart showing the flow of the simulation calculation process.
  • Configuration Figure 1 shows the game system of this embodiment. In this embodiment, it is composed of a plurality of terminals 10 and a server 20 (server system). That is, as shown in FIG. 1, in the game system of the present embodiment, the server 20 that provides the service and the terminals 10 (10A, 10B, 10C ...) Are configured to be connectable to the network.
  • the server 20 is an information processing device that provides an online game service in response to a request from the terminal 10.
  • the server 20 can be composed of one or a plurality of servers (authentication server, matching server, game processing server, communication server, billing server, database server, etc.).
  • the game system of the present embodiment is a game system that executes an online game in which a moving body runs a course in a virtual space (virtual three-dimensional space) and races, and the movement of the moving body in the virtual space on the server 20. Is controlled to simulate the race, and the terminal 10 generates and reproduces a reproduced image that reproduces the race based on the simulation result.
  • the server 20 manages information such as player account information, information on moving objects and items that can be used in the game, information on the course, game results, and in-game currency that can be used in the game.
  • the terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), a game device, an image generator, etc., via a network such as the Internet (WAN) or LAN. It is a device that can be connected to the server 20.
  • the communication line between the terminal 10 and the server 20 may be wired or wireless.
  • FIG. 2 shows an example of a functional block diagram of the server 20 of the present embodiment.
  • the server of the present embodiment may have a configuration in which some of the components (each part) shown in FIG. 2 are omitted.
  • the storage unit 270 stores programs and various data for operating the computer as each unit of the processing unit 200, and also functions as a work area of the processing unit 200, and the function can be realized by a hard disk, RAM, or the like.
  • the storage unit 270 includes a storage unit 272 (for example, a database).
  • the storage unit 272 stores player information of each of a plurality of players participating in the online game executed by the game system of the present embodiment. For example, the storage unit 272 associates the player identification information (player ID, terminal ID used by the player, etc.) of each of the plurality of players with the player name (player account), password, and destination information (IP address) of the terminal 10. Etc.) etc. are stored as player information. Further, the storage unit 272 stores information on the game medium (moving body, item, etc.) and the in-game currency held by the player as player information in association with the player identification information.
  • the storage unit 272 stores information on the game medium (moving body, item, etc.) and the in-game currency held by the player as player information in association with the player identification information.
  • the communication unit 296 performs various controls for communicating with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.
  • the processing unit 200 performs various processes such as management of player information, processing related to login / logout, and communication control processing based on data, programs, and the like transmitted from the terminal 10 and received via the communication unit 296.
  • the processing unit 200 performs various processes using the storage unit 270 as a work area.
  • the function of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
  • the processing unit 200 includes a mobile information management unit 210, a course section information management unit 212, a control unit 214, and a determination unit 216.
  • the moving body information management unit 210 has the speed (acceleration such as initial speed, maximum speed, current speed, etc.) and stability (stability such as yaw stability, roll stability, pitch stability, durability, etc.) of the moving body. Manages mobile information about (rigidity, weight, center of gravity, etc.). The moving body information is stored in the storage unit 272. The moving body information management unit 210 calculates (updates) the stability of the moving body according to the state of the moving body (parts for each part of the moving body). The parts for each part of the moving body are set based on the input of the player.
  • the course section information management unit 212 manages the course section information regarding the shape of each of the plurality of course sections constituting the course.
  • the course section information is stored in the storage unit 272.
  • the control unit 214 controls the movement of the moving body (moving body associated with each player, moving body not associated with the player (NPC)) in the virtual space based on the moving body information and the course section information.
  • the moving body is automatically moved along the course, and the race in which the moving body runs on the course is simulated.
  • the simulation result is transmitted to the terminal 10.
  • the control unit 214 may change the speed of the moving body according to the shape or attribute (hardness, unevenness, etc.) of the course section through which the moving body passes.
  • the control unit 214 changes the stability of the moving body in a decreasing direction according to the progress of the race (running time and distance of the moving body, history of the course section through which the moving body has passed, etc.), or The attributes of the course section may be changed.
  • the determination unit 216 determines the moving body based on the centrifugal force calculated based on the speed of the moving body and the shape of the course section and the stability of the moving body. Determines whether or not to go off course.
  • the determination unit 216 may change the probability that the moving body goes off course according to the relationship between the centrifugal force and the stability of the moving body, and determine whether or not the moving body goes off course. Further, the determination unit 216 determines whether or not the moving body goes out of the course based on the centrifugal force and the stability of the moving body and additional factors related to the course section through which the moving body passes. May be done.
  • FIG. 3 shows an example of a functional block diagram of the terminal 10 of the present embodiment.
  • the game device of the present embodiment may have a configuration in which some of the components (each part) shown in FIG. 3 are omitted.
  • the input unit 150 is a device for inputting (detecting) input information from the player, and outputs the input information (operation input) of the player to the processing unit 100.
  • the function of the input unit 150 can be realized by an input device such as a touch panel, a touch pad, a mouse, direction keys and buttons, and a keyboard.
  • the storage unit 170 stores programs and various data for operating the computer as each unit of the processing unit 100, and also functions as a work area of the processing unit 100, and the function can be realized by a hard disk, RAM, or the like.
  • the display unit 190 outputs a game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD or HMD (head-mounted display) that also functions as an input unit 150.
  • a display such as a touch panel, LCD or HMD (head-mounted display) that also functions as an input unit 150.
  • the sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker, headphones, or the like.
  • the communication unit 196 performs various controls for communicating with the server 20 and other terminals 10, and the functions can be realized by hardware such as various processors or communication ASICs, a program, or the like.
  • the information storage medium of the server 20 and the programs and various data for operating the computer as each part of the processing unit 100 stored in the storage unit are received via the network, and the received programs and data are stored in the storage unit. It may be stored in 170.
  • the case where the terminal is made to function by receiving the program and various data in this way is also included in the scope of the present invention.
  • the processing unit 100 performs processing such as game processing, image generation processing, sound generation processing, etc., based on input information (operation information) from the input unit 150, a program, data received via the communication unit 196, and the like. I do.
  • the function of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program.
  • the processing unit 100 When there is an operation of the player instructing the setting of the moving body (customization such as changing or strengthening of parts) or the operation of the player instructing the start of the race, the processing unit 100 outputs instruction information to that effect to the server 20. Send to.
  • the processing unit 100 includes a reproduction unit 110, an image generation unit 120, and a sound generation unit 130.
  • the reproduction unit 110 Based on the simulation result received from the server 20, the reproduction unit 110 generates a reproduction image (an image seen from the virtual camera in the virtual space in which the course on which the moving body travels is arranged) to reproduce the race, and the moving image (moving image). Play as video).
  • the playback unit 110 may perform an effect for the scene (effect by virtual camera angle, camera work, effect, music, etc.) when reproducing the course-out scene. Good.
  • the processing unit 100 when the processing unit 100 receives an input from the player (button operation on the screen, use of an item, etc.) during reproduction of the reproduced image by the reproduction unit 110, the processing unit 100 transmits the input to the server 20. Based on the input, the control unit 214 of the server 20 that has received the input resimulates the race after the time when the input is received, and transmits the resimulation result to the terminal 10. After receiving the re-simulation result, the reproduction unit 110 generates and reproduces a reproduced image based on the re-simulation result.
  • the image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including a reproduced image, a setting screen, etc.) and outputting it to the display unit 190. To do.
  • the sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voice, and outputs them to the sound output unit 192.
  • the processing of the mobile information management unit 210, the course section information management unit 212, the control unit 214, the judgment unit 216, and the reproduction unit 110 may all be executed by the server 20, or all may be executed by the terminal 10. It may be configured to be executed, or may be configured to be distributed and executed by the server 20 and the terminal 10 as in the present embodiment.
  • a game in which a moving body runs on a course in a virtual space and races is executed.
  • FIG. 4 is a diagram showing an example of a moving body.
  • the mobile MV is a virtual electric four-wheeled vehicle, and is composed of a plurality of parts (parts).
  • the parts that make up the moving body MV include the chassis that is the chassis (not shown), the body BD that is the car body, the tire TR, the wheel WH, the roller RL, the stay ST, the wing WN, and the shaft that supports the wheel WH (not shown). ), Motor (not shown), battery as a power source (not shown), weight (weight), etc.
  • the roller RL is attached to the chassis via the stay ST and rotates in contact with the side walls provided on both sides of each lane (runway) of the course to guide the traveling of the moving body MV along the course.
  • roller RLs are attached to the four corners of the moving body MV, but a total of two roller RLs are attached only to both front sides of the moving body MV, or a total of two roller RLs are attached only to both rear sides.
  • a roller RL can also be attached.
  • the server 20 (mobile information management unit 210) manages information on a plurality of parts constituting the mobile MV associated with each player and information on the speed and stability of the mobile MV as mobile information. To do.
  • FIG. 5 is a diagram showing an example of mobile information.
  • the mobile body information 300 is a part specific information 320 that identifies a plurality of parts (chassis, body BD, tire TR, wheel WH, etc.) constituting the mobile body MV owned by each player in association with the player ID 310 of each player.
  • the speed 330 maximum speed, acceleration
  • the stability 340 stability, durability, weight, center of gravity
  • each player is given a mobile MV composed of a plurality of basic parts (lowest grade parts) as a basic set.
  • the player consumes the in-game currency to purchase upgrade parts (parts having higher performance than the basic parts) of any part of the mobile MV.
  • the player uses (consumes) the item purchased by consuming the in-game currency on the setting screen to strengthen the parts of any part of the mobile MV (lightening, improving air resistance, speeding up). , Stabilization, performance improvement) or modification (lightening, painting, dressing up, etc.).
  • the setting content by the player on the setting screen is transmitted to the server 20, and the part identification information 320 is updated based on the setting content.
  • the chassis part “a1” and the body BD part “b1” are basic parts, and the tire TR part “c2".
  • the wheel WH part “d2" is an upgrade part (or a strengthened / modified part).
  • the tire TR part "c1” and the wheel WH part “d1” are the basic parts, and the chassis part "a2” and the body BD
  • the part “b3” is an upgrade part (or a strengthened / modified part).
  • the player can also create new parts (custom parts) by combining parts and materials on the setting screen.
  • the speed 330 of the moving body MV is set according to a plurality of parts (part specific information 320) constituting the moving body MV. For example, the higher the performance (grade, etc.) of the motor and battery parts of the mobile MV, the higher the maximum speed of the mobile MV and the higher the acceleration. Further, the larger the diameter of the tire TR of the moving body MV, the higher the maximum speed of the moving body MV and the lower the acceleration.
  • the speed 330 of the moving body MV is also set according to the stability 340 of the moving body MV. For example, the heavier the weight of the moving body MV, the lower the acceleration of the moving body MV.
  • the stability 340 of the moving body MV is set according to a plurality of parts (part specific information 320) constituting the moving body MV.
  • parts part specific information 320
  • the stability of the moving body MV may be changed. Further, even if the parts are the same, the stability of the moving body MV may be changed according to the portion to be mounted.
  • the weight of the moving body MV is calculated by summing up the weights of all the parts constituting the moving body MV.
  • the center of gravity of the moving body MV includes the front and rear center of gravity and the upper and lower center of gravity. Regarding the center of gravity of the front and rear, the center of gravity depends on the type of parts of the chassis and body BD and the parts (stay ST, roller RL, wing WN, weight, etc.) attached to the front and rear ends of the moving body MV. It is determined whether it is "front", "center”, or "back".
  • the upward distance from the reference position of the center of gravity is determined according to the types of parts of the chassis and body BD. ..
  • the center of gravity before and after the moving body MV with the player ID "001" is "center”
  • the center of gravity above and below is "0" (reference position)
  • the moving body with the player ID "002” is “front”
  • the center of gravity before and after the MV is "front”, indicating that the center of gravity above and below is "-2" lower than the reference position.
  • FIG. 6 is a diagram showing an example of a course arranged in the virtual space.
  • the course CS shown in FIG. 6 is a clockwise circuit course having three lanes (running paths) and capable of traveling three mobile MVs.
  • the course CS is composed of a combination of a plurality of course sections CE.
  • the course section CE S (straight) is a course section CE in which the runway is formed in a straight line
  • the course section CE C (corner) is a course section in which the runway is formed in a clockwise or counterclockwise curve.
  • the course section CE U (uphill) is a course section CE in which the track is formed uphill in the direction of travel
  • the course section CE D (downhill) is a course section formed in the downhill in the direction of travel
  • the course section CE is a course section CE
  • the course section CE J (jump platform) is a course section CE in which the runway is formed uphill in the direction of travel to the intermediate point and downhill in the direction of travel from the intermediate point.
  • the section CE L (lane change) is a course section CE in which the track of the moving body MV traveling in the in (or out) lane is changed to the out (or in) lane.
  • course section CEs such as a "loop changer” in which the moving body MV somersaults while traveling, and a “bank” in which the track is inclined in the left-right direction.
  • course section CE C of the "corner” may be classified into clockwise and counterclockwise, and may have a plurality of types having different curvature radii (curve radii).
  • a race start point S is set in any of the plurality of course section CEs constituting the course CS.
  • the server 20 manages information on the shape of each of the plurality of course section CEs constituting the course CS as course section information.
  • FIG. 7 is a diagram showing an example of course section information.
  • the course section information 400 corresponds to the course ID 410 of each course CS, and is the Nth (N is the course CS) from the first course section CE (the course section CE in which the start point S is set) constituting the course CS.
  • the course section identification information 420 that specifies each shape (type) of the course section CEs of the constituent course section CEs) is stored. In the example shown in FIG. 7, the shape of the first course section CE of the course CS (course CS shown in FIG.
  • the server 20 uses the moving body information 300 and the course section information 400 of the moving body of each player who entered the race.
  • the race in which the MV runs on the course CS (automatically moves along the course CS) is simulated.
  • the mobile MV participating in the race may include a (CPU-controlled) mobile MV that is not associated with the player.
  • the mobile MV is on each course based on the speed 330 (maximum speed, acceleration) of the mobile MV and the shape and attributes of the course section CE through which the mobile MV passes (course section specific information 420).
  • the velocity v when passing through the section CE is obtained.
  • the deceleration amount at this time (the deceleration amount when passing through the course section CE of the "corner") is obtained according to the acceleration of the moving body MV, and becomes smaller as the acceleration of the moving body MV is higher.
  • next course section CE 3 is also a "corner”
  • the amount of acceleration at this time (the amount of acceleration when continuously passing through the "straight" course section CE) is obtained according to the acceleration of the moving body MV, and increases as the acceleration of the moving body MV increases.
  • the speed of the moving body MV is controlled within a range not exceeding the maximum speed of the moving body MV. Further, when the moving body MV passes through the "uphill” course section CE, the speed is reduced, and when the moving body MV passes through the "downhill” course section CE, the speed is accelerated. Further, the worse the condition of the course section CE through which the moving body MV passes (the degree of damage and the degree of unevenness is large), the larger the deceleration amount of the moving body MV and the smaller the acceleration amount. Further, the initial velocity of each moving body MV immediately after the start of the race may be determined based on the acceleration of each moving body MV, or is randomly determined based on the operation timing of the operation instructing the start of the race by each player. May be good.
  • the speed v when each moving body MV passes through the boundary between the course section CEs constituting the course CS (enters each course section CE) is obtained, and each movement is based on the obtained speed v.
  • the passing time elapsed time from the start of the race
  • each boundary each boundary
  • each calculation point is calculated and used as a simulation result.
  • the goal time when each mobile MV laps (goals) the course CS a predetermined number of times and the goal arrival order (rank) of each mobile MV are also obtained and used as a simulation result. It is assumed that the mobile MV that has gone off course has retired from the race.
  • the centrifugal force acting on the moving body MV is obtained based on the velocity v of the moving body MV and the shape of the course section CE through which the moving body MV passes.
  • This centrifugal force increases as the velocity v of the moving body MV increases, and becomes larger when passing through the "corner" course section CE than when passing through the "straight" course section CE. Further, when the course section CE of the "corner” has a different radius of curvature, the centrifugal force increases as the radius of curvature of the course section CE of the "corner” through which the moving body MV passes is smaller.
  • the centrifugal force acting on the moving body MV may be calculated according to the laws of physics (by a formula using the weight of the moving body MV, the velocity v, and the radius of curvature of the course section CE).
  • the centrifugal force acting on the moving body MV and the stability 340 (stability, center of gravity) of the moving body MV are obtained. Based on, it is determined whether or not the moving body MV goes off course. For example, a value indicating the risk of course-out is calculated based on the centrifugal force acting on the moving body MV and the stability 340 of the moving body MV. The value of the degree of risk increases as the centrifugal force acting on the moving body MV increases, and decreases as the stability of the moving body MV increases.
  • the value of the degree of risk becomes smaller as the center of gravity of the moving body MV is lower, and is smaller when the center of gravity before and after the moving body MV is "center” than when it is "front” or “rear". Become. Then, if the calculated risk value is less than the first threshold value T1, it is determined not to go off course, and if the calculated risk value is larger than the second threshold value T2 (T2> T1), it is determined to go off course. .. Further, when the calculated risk value is equal to or higher than the first threshold value T1 and equal to or lower than the second threshold value T2, it is determined whether or not to go out of the course by lottery using a random number generating means, a lottery table, or the like. ..
  • the lottery probability is changed so that the larger the calculated risk value, the higher the probability of being determined to go off course.
  • the information that identifies the mobile MV that has gone out of the course and the place where the course out occurs is simulated. As a result.
  • the mobile MV is based on the centrifugal force acting on the mobile MV and the stability of the mobile MV 340, as well as additional factors related to the course section CE through which the mobile MV is passing. May decide whether or not to go off course. For example, when the moving body MV passes through the course section CE of the "jump table", even if it is determined that the moving body MV does not go off the course based on the centrifugal force and the stability 340, the speed v of the moving body MV is a predetermined speed. If the above is the case, it may be determined that the vehicle is out of the course.
  • the speed v of the moving body MV is a predetermined speed. In the following cases, it may be determined that the vehicle is out of the course. Further, the probability that the mobile MV goes off the course may be changed based on the additional element related to the course section CE through which the mobile MV is passing.
  • the moving body MV when the value of the degree of risk calculated based on the centrifugal force acting on the moving body MV and the stability 340 of the moving body MV is equal to or higher than the first threshold value T1 and equal to or lower than the second threshold value T2, the moving body MV If is passing through a specific course section CE such as "jump stand” or "loop changer", the lottery probability may be changed so that the probability that the mobile MV will be decided to go off course is high.
  • a specific course section CE such as "jump stand” or "loop changer
  • the moving body MV passing through the "jump table” When the speed of the moving body MV passing through the "jump table" is equal to or higher than the predetermined speed, or when the speed of the moving body MV passing through the "loop changer" is equal to or lower than the predetermined speed, the moving body The probability that the MV will be determined to go off course may be 100%.
  • the behavior of the moving body MV jumping and landing is calculated. For example, when the moving body MV passes through the course section CE of the "jumping platform" or the “downhill", the moving body MV changes based on the speed v and the stability 340 (weight, center of gravity) of the moving body MV. Calculate the injection angle and landing position when jumping.
  • the injection angle of the jump is smaller when the center of gravity before and after the moving body MV is "front” than when it is "center” or “rear”. Further, the landing position of the jump becomes farther as the speed v of the moving body MV increases, and becomes closer as the weight of the moving body MV increases.
  • the speed 330 and stability 340 of the mobile MV may fluctuate with each start of the race. For example, condition information indicating the condition of the moving body MV is set for each moving body MV, the condition of each moving body changes randomly at the start of the race, and each of the conditions in the race is changed according to the quality of the condition.
  • the speed 330 and stability 340 of the mobile MV may be set. Further, when the player uses (consumes) an item for maintenance such as lubricating oil, the condition of the moving body MV of the player may be improved.
  • the stability 340 (stability, durability) of each moving body is changed in the decreasing direction according to the progress of the race. More specifically, the durability of the moving body is reduced according to the traveling content (mileage, traveling time, shape and attribute of the course section CE passed) of the moving body MV. For example, as the traveling distance and traveling time of the moving body MV become longer, the durability of the moving body MV may be reduced, or the moving body MV may have a specific shape of a course section CE (corner, jump table, etc.).
  • the course section CE such as a loop changer, where the load is likely to be applied to the moving body MV
  • the course section CE in poor condition (the degree of damage and unevenness is large), and the boundary (connection) between the course section CEs.
  • the durability of the moving body MV may be reduced.
  • the stability of the moving body MV also decreases. By doing so, it is possible to appropriately reproduce the phenomenon that the stability of the moving body MV decreases as the race progresses and the moving body MV is likely to go off course.
  • some parts constituting the moving body MV may fall off during traveling, and the durability and stability of the moving body may be reduced accordingly. ..
  • the attribute (condition) of the course section CE may be changed in a direction of deteriorating according to the progress of the race. For example, as the number of times the moving body MV passes through the course section CE increases, the condition of the course section CE may deteriorate (the shape change due to deterioration, the degree of breakage, and the degree of unevenness increase). In this way, the condition of the course section deteriorates as the race progresses, which reduces the stability of the mobile MV and makes it easier for the mobile MV to go out of the course. It can be reproduced.
  • the server 20 sends the simulation results (part identification information 320 of each moving body MV, course section specific information 420 of the course CS, each moving body) to the terminal 10 of each player who participated in the race. Passing time, goal time, goal arrival order, information related to course out (moving body MV out of course, place of occurrence of course out), information related to jump (moving body MV jumped, place of occurrence of jump) of each calculation point of MV , Jump ejection angle and landing position) etc.).
  • the terminal 10 (reproduction unit 110) that has received the simulation result generates and reproduces a reproduction image (reproduction video) that reproduces the race based on the received simulation result.
  • each moving body MV specified by the part specific information 320 and the course CS specified by the course section specific information 420 are arranged in the virtual space, and each calculation of each moving body MV is performed.
  • the movement information (position, rotation angle, etc.) of each moving body MV is calculated, and an image that can be seen from the virtual camera in the virtual space is generated and displayed.
  • the process of outputting to 190 is repeated every frame (1/60 second).
  • a motion of the moving body MV going out of the course is generated according to the shape of the course section CE where the course-out occurs, the speed v of the moving body MV at the time of the course-out, etc. ( Or select), and calculate the movement information of the moving body MV according to the generated motion.
  • a motion of the moving body MV jumping is generated and generated according to the shape of the course section CE where the jump occurs, the injection angle and the landing position of the jump, and the like.
  • the movement information of the moving body MV is calculated according to the motion.
  • each moving body MV travels along the course CS according to the simulation result, and a reproduced image of going out of the course or jumping is reproduced.
  • the reproduction unit 110 moves the virtual camera according to the movement of the moving body MV so that the moving body MV of the player of the terminal 10 that reproduces the reproduced image is always reflected in the reproduced image, or the moving body MV. Controls to switch between a plurality of virtual cameras according to the traveling position of the camera.
  • the reproduction unit 110 performs an effect for impressing the course-out scene when the course-out occurs in the simulation result. For example, as the effect, before and after the course out occurs, by switching to a virtual camera that overlooks the course section CE where the course out occurs and generating a reproduced image, it is easy to grasp how the moving body MV goes out of the course in the reproduced image. It may be. In addition, as the effect, just before the moving body MV goes out of the course, the camera work (position, orientation, angle of view, etc.) of the virtual camera is controlled so as to zoom up the moving body MV, or the music being played. By switching the above and displaying a predetermined effect image in association with the moving body MV, it may be easier for the player to grasp that the danger of going out of the course is imminent.
  • the speed and stability of the moving body MV and the shape of each of the plurality of course section CEs constituting the course CS are managed, and when the race is simulated, the moving body MV performs the course section CE.
  • the moving body MV performs the course section CE.
  • the speed and stability of the moving body MV are set according to a plurality of parts constituting the moving body MV, and the player may change or strengthen the parts constituting the moving body MV. Can be customized. Therefore, if the mobile MV is customized based on the configuration of the course CS to be entered (what shape of the course section CE is combined and how the course CS is formed), the mobile MV can be obtained. It is possible to give the player the joy of thinking about whether or not to go off course, and to enhance the fun of the game. For example, if the course CS to be entered includes many "corners" and "jumping platforms" and the course CS is likely to cause course out, each part of the mobile MV emphasizes the stability of the mobile MV.
  • the player can see the reproduced image of the race in which the moving body MV runs on the course CS on the terminal 10, but further, by performing a predetermined input during the reproduction of the reproduced image, the player intervenes in the race content. It may be possible (player operation is intervened in the race content). For example, when the player presses a predetermined button displayed on the game screen on which the reproduced image is being played, or when an operation that consumes a predetermined item is performed, the player during the race is in effect. It accelerates the moving body MV of the moving body MV and increases the stability of the moving body MV.
  • the server 20 calculates a simulation of the race (from the start to the end of the race) and transmits the simulation result to the terminal 10.
  • the terminal 10 starts generating and reproducing a reproduced image based on the simulation result received from the server 20.
  • the server 20 recalculates the simulation of the race after the time when the predetermined input is made in the in-race time based on the predetermined input. (Resimulate).
  • the moving body MV of the player when 1 minute and 0 seconds have passed from the start of the race is accelerated.
  • the race is re-simulated after 1 minute and 0 seconds have passed from the start of the race.
  • the start time of the re-simulation is determined in consideration of the time required for the calculation of the re-simulation and the delay time due to the communication delay.
  • the race after 1 minute and 1 second has passed from the start of the race is re-simulated.
  • the terminal 10 starts generating and reproducing a reproduced image based on the re-simulation result from the time when the re-simulation result is received from the server 20 (replaces the reproduced image being reproduced with the reproduced image based on the re-simulation result).
  • the reproduced image based on the first simulation result is reproduced and the re-simulation result is received until 1 minute and 1 second has passed from the start of the race. From that point (when 1 minute and 1 second has passed from the start of the race), the reproduced image based on the re-simulation result is reproduced. In this way, the player can confirm the content of the race (affected by the predetermined input) after the predetermined input is performed.
  • the race content does not change even with the predetermined input of the player during playback of the reproduced image
  • re-simulation will not be performed.
  • the predetermined input of the player during reproduction of the reproduced image is performed immediately before the moving body MV of the player goes out of the course
  • the result of the moving body MV going out of the course does not change even if the re-simulation based on the predetermined input is performed.
  • the re-simulation is not performed.
  • the time from the time when the player's predetermined input is made to the time when the player's moving body MV goes off course is shorter than the predetermined time, it may be determined that the re-simulation is not performed.
  • the mobile information management unit 210 determines whether or not the terminal 10 has received information indicating that the operation of customizing the mobile MV owned by the player (replacement, strengthening, or modification of parts) has been performed. Then (step S10), when the information is received (Y in step S10), the mobile information 300 associated with the player of the terminal 10 is updated according to the operation (step S11). That is, the part identification information 320 of the moving body MV of the player is updated according to the operation, and the speed 330 and the stability 340 of the moving body MV are updated according to the updated part identification information 320.
  • control unit 214 determines whether or not the information indicating that the operation to enter the race has been performed has been received from the terminal 10 (step S12), and when the information is received (Y in step S12). Is a process of entering the mobile MV of the player of the terminal 10 into the race specified by the information (step S13). When the number of entries in the race entered by the player reaches a predetermined number, the terminal 10 of the player is notified to that effect.
  • control unit 214 determines whether or not the information indicating that the operation for instructing the start of the race has been performed has been received from the terminal 10 (step S14), and when the information is received (step S14).
  • the course CS is used as the moving body of each player.
  • a simulation of the race in which the MV runs is calculated (step S15), and the calculation result (simulation result) is transmitted to the terminal 10 of each player (step S16).
  • the control unit 214 determines whether or not the terminal 10 has received information indicating that a predetermined input (operation of a predetermined button or use of a predetermined item) has been performed during playback of the reproduced image (step S17). ), When the information is received (Y in step S17), the simulation of the race after the time when the predetermined input is received is recalculated based on the predetermined input (step S18), and the recalculation result (recalculation). The simulation result) is transmitted to the terminal 10 of each player participating in the race (step S19). Next, it is determined whether or not the information indicating that the reproduction of the reproduced image is completed is received from the terminal 10 (step S20), and if the information is not received (N in step S20), step S17.
  • step S20 When the information is received (Y in step S20), a reward (game medium such as parts and items, in-game currency) is given to the player according to the race result (goal arrival order) (step S21).
  • step S22 the processing unit 200 determines whether or not to continue the processing (step S22), and if the processing is continued (Y in step S22), the process proceeds to step S10.
  • step S15 in FIG. 10 Next, an example of the processing of the simulation calculation (step S15 in FIG. 10) will be described with reference to the flowchart of FIG.
  • control unit 214 sets the variable m to 1 (step S30) and sets the variable n to 1 (step S31).
  • the variable m indicates the number of laps of the moving body MV
  • the variable n indicates the number of the course section CE constituting the course CS (connection order from the start point S in the traveling direction).
  • the control unit 214 has the speed 330 (maximum speed, acceleration) of the moving body MV, the shape of the course section CE on the mth lap n-1st, and the moving body MV on the mth lap n-1st. Based on the speed v when invading the course section CE (speed v calculated last time), the speed v when the moving body MV invades the nth course section CE on the mth lap is calculated (step S32).
  • Step S33 the control unit 214 calculates the passing time when the moving body MV passes through the nth course section CE (calculation point) on the mth lap based on the calculated speed v, and stores it in the simulation result ( Step S33).
  • the determination unit 216 determines that the moving body MV passes through the nth course section CE on the mth lap based on the calculated velocity v and the shape of the nth course section CE on the mth lap.
  • the centrifugal force acting on the vehicle is calculated (step S34), and the risk level r of course out is calculated based on the calculated centrifugal force and the stability 340 (stability, center of gravity) of the moving body MV (step S35).
  • the determination unit 216 determines whether or not the calculated risk level r is equal to or higher than the first threshold value T1 (step S36), and when the risk level r is equal to or higher than the first threshold value T1 (step S36).
  • step S37 it is determined whether or not the risk level r is larger than the second threshold value T2 (step S37).
  • the determination unit 216 performs a lottery process in which the larger the value of the risk level r, the higher the winning probability.
  • Step S38 When the risk level r is larger than the second threshold value T2 (Y in step S37) and the lottery process is won (Y in step S39), the determination unit 216 determines the nth course section CE on the m lap. A flag indicating that a course-out will occur is set and stored in the simulation result (step S40). If the risk level r is less than the first threshold value T1 (N in step S36) and the lottery process is not won (N in step S39), the process proceeds to step S41 without setting the course-out flag. ..
  • the control unit 214 reduces the stability 340 (durability, stability) of the moving body MV (step S41).
  • the amount of decrease in the stability 340 of the moving body MV may be changed according to the condition of the nth course section CE on the mth lap, and the amount of decrease may be increased as the condition is worse.
  • control unit 214 determines whether or not the variable n has reached N (the mobile MV has made one round of the course CS) (step S42), and when the variable n has not reached N (step S42). In N), 1 is added to the variable n (step S43), and the process proceeds to step S32.
  • the control unit 214 determines whether or not the variable m has reached M (the moving body MV goes around the course CS M and finishes). (Step S44) If the variable m has not reached M (N in step S44), 1 is added to the variable m (step S45), and the process proceeds to step S31.
  • step S31 or less is repeated until the moving body MV makes M rounds of the course CS.
  • the above processing is performed for each mobile MV participating in the race, and when all the mobile MVs reach the goal, based on the goal time of each mobile MV (passing time of the Nth course section CE on the M lap). Calculate the goal arrival order and store it in the simulation result.
  • the present invention is not limited to this.
  • the present invention can also be applied to a game in which the movement of a moving body is controlled based on a player's operation input to perform a race.

Abstract

The present invention relates to a game in which a moving body travels and races along a course in a virtual space, and the objective of the present invention is to provide a game system and the like capable of appropriately reproducing a situation in which the moving body leaves the course. This game system includes a moving body information management unit for managing moving body information relating to the speed of the moving body and the stability of the moving body, a course sector information management unit for managing course sector information relating to the shape of each of a plurality of course sectors constituting the course, a control unit for controlling the movement of the moving body in the virtual space on the basis of the moving body information and the course sector information, and a determining unit for determining, each time the moving body passes through a course sector, whether the moving body is to leave the course, on the basis of the stability of the moving body and a centrifugal force calculated on the basis of the speed of the moving body and the shape of the course sector, wherein the control unit causes the moving body to leave the course if the determining unit has determined that the moving body is to leave the course.

Description

ゲームシステム、サーバ及びプログラムGame system, server and program
 本発明は、ゲームシステム、サーバ及びプログラムに関する。 The present invention relates to a game system, a server and a program.
 従来、車両玩具から実走行結果データを受信し、この実走行結果データに従って仮想移動体を仮想コースで走行させるゲームが知られている(特許文献1参照)。 Conventionally, there is known a game in which actual running result data is received from a vehicle toy and a virtual moving body is run on a virtual course according to the actual running result data (see Patent Document 1).
特許第5523306号公報Japanese Patent No. 5523306
 上記のゲームでは、仮想移動体の速度や安定性、仮想コースの形状等を考慮して仮想移動体のコースアウトを適切に再現するような処理は行われていなかった。 In the above game, the process of appropriately reproducing the course out of the virtual moving body was not performed in consideration of the speed and stability of the virtual moving body, the shape of the virtual course, and the like.
 本発明は、以上のような課題に鑑みてなされたものであり、その目的とするところは、仮想空間内のコースを移動体が走行してレースを行うゲームにおいて移動体のコースアウトを適切に再現することが可能なゲームシステム、サーバ及びプログラムを提供することにある。 The present invention has been made in view of the above problems, and an object of the present invention is to appropriately reproduce the course-out of a moving body in a game in which a moving body runs and races on a course in a virtual space. To provide game systems, servers and programs that can be played.
 (1)本発明は、仮想空間内のコースを移動体が走行してレースを行うためのゲームシステムであって、前記移動体の速度と前記移動体の安定性に関する移動体情報を管理する移動体情報管理部と、前記コースを構成する複数のコース区間それぞれの形状に関するコース区間情報を管理するコース区間情報管理部と、前記移動体情報と前記コース区間情報とに基づいて、前記仮想空間における前記移動体の動きを制御する制御部と、前記移動体が前記コース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断する判断部とを含み、前記制御部は、前記判断部によって前記移動体がコースアウトすると判断された場合に、当該移動体を前記コースからコースアウトさせることを特徴とするゲームシステムに関する。また、本発明は、上記各部を含むサーバに関する。また本発明は、上記各部としてコンピュータを機能させるためのプログラムに関する。また本発明は、コンピュータ読み取り可能な情報記憶媒体であって、上記プログラムを記憶した情報記憶媒体に関する。 (1) The present invention is a game system for a moving body to run and race on a course in a virtual space, and is a movement that manages moving body information regarding the speed of the moving body and the stability of the moving body. In the virtual space, based on the body information management unit, the course section information management unit that manages the course section information related to the shape of each of the plurality of course sections constituting the course, and the moving body information and the course section information. A control unit that controls the movement of the moving body, a centrifugal force calculated based on the speed of the moving body and the shape of the course section each time the moving body passes through the course section, and a centrifugal force of the moving body. The control unit includes a determination unit that determines whether or not the moving body is off course based on the stability, and the control unit determines that the moving object is off course when the determination unit determines that the moving object is off course. The present invention relates to a game system characterized in that the course is taken off the course. The present invention also relates to a server including each of the above parts. The present invention also relates to a program for operating a computer as each of the above parts. The present invention also relates to a computer-readable information storage medium that stores the above program.
 本発明によれば、移動体の速度及び安定性と複数のコース区間それぞれの形状を管理し、移動体がコース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断し、コースアウトすると判断した場合に、当該移動体をコースからコースアウトされることで、仮想空間内のコースを移動体が走行してレースを行うゲームにおいて移動体のコースアウトを適切に再現することができる。 According to the present invention, the speed and stability of the moving body and the shape of each of the plurality of course sections are managed, and each time the moving body passes through the course section, the speed and stability of the moving body and the shape of the course section are used. Based on the calculated centrifugal force and the stability of the moving body, it is determined whether or not the moving body is off course, and if it is determined that the moving body is off course, the moving body is taken off course. In a game in which a moving body runs on a course in a virtual space and races, the course-out of the moving body can be appropriately reproduced.
 (2)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記判断部は、前記遠心力と前記移動体の安定性との関係に応じて、当該移動体がコースアウトする確率を変更して、当該移動体がコースアウトするか否かを判断してもよい。 (2) Further, in the game system, server, program and information storage medium according to the present invention, the determination unit determines the probability that the moving body goes off course according to the relationship between the centrifugal force and the stability of the moving body. It may be changed to determine whether the moving object is off course.
本発明によれば、遠心力と移動体の安定性との関係に応じて、移動体がコースアウトする確率を変更することで、移動体のコースアウトを適切に再現することができる。 According to the present invention, the course-out of the moving body can be appropriately reproduced by changing the probability that the moving body goes out of the course according to the relationship between the centrifugal force and the stability of the moving body.
 (3)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部は、前記移動体を自動的に前記コースに沿って移動させてもよい。 (3) Further, in the game system, server, program and information storage medium according to the present invention, the control unit may automatically move the moving body along the course.
 本発明によれば、移動体がコースに沿って自動的に移動してレースを行うゲームにおいて移動体のコースアウトを適切に再現することができる。 According to the present invention, it is possible to appropriately reproduce the course-out of the moving body in a game in which the moving body automatically moves along the course and races.
 (4)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部は、前記移動体情報と前記コース区間情報とに基づいて、前記コースを前記移動体が走行するレースをシミュレーションしてもよい。 (4) Further, in the game system, server, program and information storage medium according to the present invention, the control unit races the moving body on the course based on the moving body information and the course section information. It may be simulated.
 (5)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部によるシミュレーション結果に基づいて、前記レースを再現する再現画像を生成して再生する再生部を更に含んでもよい。 (5) Further, the game system, server, program and information storage medium according to the present invention may further include a reproduction unit that generates and reproduces a reproduction image that reproduces the race based on the simulation result by the control unit. ..
 (6)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記再生部は、前記シミュレーション結果においてコースアウトが発生する場合、コースアウトのシーンを再現する際に当該シーン用の演出を行ってもよい。 (6) Further, in the game system, the server, the program, and the information storage medium according to the present invention, when the course-out occurs in the simulation result, the playback unit performs an effect for the scene when reproducing the course-out scene. You may.
 本発明によれば、レースを再現する際にコースアウトのシーンをより印象付けることができる。 According to the present invention, the off-course scene can be more impressed when reproducing the race.
 (7)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部は、前記再現画像の再生中にプレーヤの入力を受け付けた場合に、当該入力に基づいて、当該入力のあった時点後の前記レースを再シミュレーションしてもよい。 (7) Further, in the game system, server, program and information storage medium according to the present invention, when the control unit receives the input of the player during the reproduction of the reproduced image, the control unit receives the input of the input based on the input. The race may be re-simulated after that point.
 本発明によれば、レースを再現する画像の再生中にプレーヤがレース内容に介入することも可能なゲームを実現することができる。 According to the present invention, it is possible to realize a game in which a player can intervene in the content of a race while reproducing an image that reproduces the race.
 (8)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記再生部は、前記制御部による再シミュレーション結果を受け付けた後から、当該再シミュレーション結果に基づく前記再現画像を生成して再生してもよい。 (8) Further, in the game system, server, program and information storage medium according to the present invention, the playback unit generates the reproduced image based on the re-simulation result after receiving the re-simulation result by the control unit. You may play it.
 本発明によれば、プレーヤは入力を行った後に、それ以降のレースの内容を確認することができる。 According to the present invention, the player can confirm the content of the subsequent race after inputting.
 (9)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記移動体情報は、前記レースの開始ごとに変動可能であってもよい。 (9) Further, in the game system, server, program and information storage medium according to the present invention, the mobile information may be variable at each start of the race.
 (10)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部は、前記移動体が通過している前記コース区間の形状又は属性に応じて、当該移動体の速度を変更してもよい。 (10) Further, in the game system, server, program and information storage medium according to the present invention, the control unit determines the speed of the moving body according to the shape or attribute of the course section through which the moving body passes. You may change it.
 本発明によれば、移動体が通過しているコース区間の形状や属性を当該移動体の速度に反映させて移動体の挙動を適切に再現することができる。 According to the present invention, the behavior of the moving body can be appropriately reproduced by reflecting the shape and attributes of the course section through which the moving body is passing in the speed of the moving body.
 (11)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記移動体情報管理部は、前記移動体の状態に応じて、当該移動体の安定性を算出してもよい。 (11) Further, in the game system, server, program and information storage medium according to the present invention, the mobile information management unit may calculate the stability of the mobile according to the state of the mobile.
 本発明によれば、移動体の状態を当該移動体の安定性に反映させて移動体の挙動を適切に再現することができる。 According to the present invention, the behavior of the moving body can be appropriately reproduced by reflecting the state of the moving body in the stability of the moving body.
 (12)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記移動体情報管理部は、前記移動体の部位ごとのパーツに応じて、当該移動体の安定性を算出してもよい。 (12) Further, in the game system, server, program and information storage medium according to the present invention, the mobile information management unit calculates the stability of the mobile according to the parts of each part of the mobile. May be good.
 本発明によれば、移動体の部位ごとのパーツを当該移動体の安定性に反映させて移動体の挙動を適切に再現することができる。 According to the present invention, the behavior of the moving body can be appropriately reproduced by reflecting the parts for each part of the moving body in the stability of the moving body.
 (13)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記制御部は、前記レースの進捗状況に応じて、前記移動体の安定性を減少方向に変化させ、又は、前記コース区間の属性を変化させてもよい。 (13) Further, in the game system, server, program and information storage medium according to the present invention, the control unit changes the stability of the moving body in a decreasing direction according to the progress of the race, or the control unit. The attributes of the course section may be changed.
 本発明によれば、レースが進んでいくに従って、移動体の安定性が減少したり、コース区間の属性が変化していき、移動体のコースアウトが発生し易くなるといった事象を適切に再現することができる。 According to the present invention, as the race progresses, the stability of the moving body decreases, the attributes of the course section change, and the course-out of the moving body is likely to occur. Can be done.
 (14)また本発明に係るゲームシステム、サーバ、プログラム及び情報記憶媒体では、前記判断部は、前記遠心力と、前記移動体の安定性と、当該移動体が通過している前記コース区間に関連する付加要素とに基づいて、当該移動体がコースアウトするか否かを判断してもよい。また、前記判断部は、前記移動体が通過している前記コース区間に関連する付加要素に基づいて、当該移動体MVがコースアウトする確率を変更して、当該移動体がコースアウトするか否かを判断してもよい。例えば、前記移動体が通過しているコース区間が特定の種類のコース区間(例えば、ジャンプ台など)である場合に、当該移動体がコースアウトする確率を高くするようにしてもよい。 (14) Further, in the game system, the server, the program, and the information storage medium according to the present invention, the determination unit determines the centrifugal force, the stability of the moving body, and the course section through which the moving body passes. It may be determined whether or not the moving object is off course based on the relevant additional factors. Further, the determination unit changes the probability that the moving body MV goes out of the course based on the additional element related to the course section through which the moving body passes, and determines whether or not the moving body goes out of the course. You may judge. For example, when the course section through which the moving body passes is a specific type of course section (for example, a jumping platform), the probability that the moving body goes out of the course may be increased.
 本発明によれば、移動体の速度及び安定性と複数のコース区間それぞれの形状を管理し、移動体がコース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性と、当該コース区間に関連する付加要素とに基づいて、当該移動体がコースアウトするか否かを判断し、コースアウトすると判断した場合に、当該移動体をコースからコースアウトされることで、仮想空間内のコースを移動体が走行してレースを行うゲームにおいて移動体のコースアウトを適切に再現することができる。 According to the present invention, the speed and stability of the moving body and the shape of each of the plurality of course sections are managed, and each time the moving body passes through the course section, the speed and stability of the moving body and the shape of the course section are used. Based on the calculated centrifugal force, the stability of the moving body, and the additional factors related to the course section, it is determined whether or not the moving body goes off course, and if it is determined that the moving body goes off course, the movement is performed. By taking the body off the course, it is possible to appropriately reproduce the off course of the moving body in a game in which the moving body runs and races on the course in the virtual space.
図1は、本実施形態のゲームシステムを示す図である。FIG. 1 is a diagram showing a game system of the present embodiment. 図2は、本実施形態のサーバの機能ブロック図の一例を示す図である。FIG. 2 is a diagram showing an example of a functional block diagram of the server of the present embodiment. 図3は、本実施形態の端末の機能ブロック図の一例を示す図である。FIG. 3 is a diagram showing an example of a functional block diagram of the terminal of the present embodiment. 図4は、移動体の一例を示す図である。FIG. 4 is a diagram showing an example of a moving body. 図5は、移動体情報の一例を示す図である。FIG. 5 is a diagram showing an example of mobile information. 図6は、仮想空間内に配置されるコースの一例を示す図である。FIG. 6 is a diagram showing an example of a course arranged in the virtual space. 図7は、コース区間情報の一例を示す図である。FIG. 7 is a diagram showing an example of course section information. 図8は、レースのシミュレーションについて説明するための図である。FIG. 8 is a diagram for explaining a race simulation. 図9は、再現画像の再生中にプレーヤの所定入力が行われる場合の動作シーケンスを示す図である。FIG. 9 is a diagram showing an operation sequence when a predetermined input of the player is performed during reproduction of the reproduced image. 図10は、本実施形態のゲームシステムの処理の流れを示すフローチャートである。FIG. 10 is a flowchart showing a processing flow of the game system of the present embodiment. 図11は、シミュレーション計算の処理の流れを示すフローチャートである。FIG. 11 is a flowchart showing the flow of the simulation calculation process.
 以下、本実施形態について説明する。なお、以下に説明する本実施形態は、特許請求の範囲に記載された本発明の内容を不当に限定するものではない。また本実施形態で説明される構成の全てが、本発明の必要構成要件であるとは限らない。 Hereinafter, this embodiment will be described. The present embodiment described below does not unreasonably limit the content of the present invention described in the claims. Moreover, not all of the configurations described in the present embodiment are the necessary constituent requirements of the present invention.
 1.構成
 図1は、本実施形態のゲームシステムを示す。本実施形態では、複数の端末10とサーバ20(サーバシステム)とによって構成される。つまり、図1に示すように、本実施形態のゲームシステムは、サービスを提供するサーバ20と、端末10(10A、10B、10C・・・)とが、ネットワークに接続可能に構成される。
1. 1. Configuration Figure 1 shows the game system of this embodiment. In this embodiment, it is composed of a plurality of terminals 10 and a server 20 (server system). That is, as shown in FIG. 1, in the game system of the present embodiment, the server 20 that provides the service and the terminals 10 (10A, 10B, 10C ...) Are configured to be connectable to the network.
 サーバ20は、端末10からの要求に応じてオンラインゲームサービスを提供する情報処理装置である。サーバ20は、1又は複数のサーバ(認証サーバ、マッチングサーバ、ゲーム処理サーバ、通信サーバ、課金サーバ、データベースサーバ等)により構成することができる。 The server 20 is an information processing device that provides an online game service in response to a request from the terminal 10. The server 20 can be composed of one or a plurality of servers (authentication server, matching server, game processing server, communication server, billing server, database server, etc.).
 本実施形態のゲームシステムは、仮想空間(仮想3次元空間)内のコースを移動体が走行してレースを行うオンラインゲームを実行するゲームシステムであり、サーバ20において、仮想空間における移動体の動きを制御してレースをシミュレーションし、端末10において、シミュレーション結果に基づいてレースを再現する再現画像を生成して再生する。サーバ20では、プレーヤのアカウント情報や、ゲームで使用可能な移動体やアイテムに関する情報、コースに関する情報、ゲーム結果、ゲームで使用可能なゲーム内通貨などの情報が管理される。 The game system of the present embodiment is a game system that executes an online game in which a moving body runs a course in a virtual space (virtual three-dimensional space) and races, and the movement of the moving body in the virtual space on the server 20. Is controlled to simulate the race, and the terminal 10 generates and reproduces a reproduced image that reproduces the race based on the simulation result. The server 20 manages information such as player account information, information on moving objects and items that can be used in the game, information on the course, game results, and in-game currency that can be used in the game.
 端末10は、携帯端末(スマートフォン、携帯電話、携帯型ゲーム機等)、パーソナルコンピュータ(PC)、ゲーム装置、画像生成装置などの情報処理装置であり、インターネット(WAN)、LANなどのネットワークを介してサーバ20に接続可能な装置である。なお、端末10とサーバ20との通信回線は、有線でもよいし無線でもよい。 The terminal 10 is an information processing device such as a mobile terminal (smartphone, mobile phone, portable game machine, etc.), a personal computer (PC), a game device, an image generator, etc., via a network such as the Internet (WAN) or LAN. It is a device that can be connected to the server 20. The communication line between the terminal 10 and the server 20 may be wired or wireless.
 図2に本実施形態のサーバ20の機能ブロック図の一例を示す。なお本実施形態のサーバは図2の構成要素(各部)の一部を省略した構成としてもよい。 FIG. 2 shows an example of a functional block diagram of the server 20 of the present embodiment. The server of the present embodiment may have a configuration in which some of the components (each part) shown in FIG. 2 are omitted.
 記憶部270は、処理部200の各部としてコンピュータを機能させるためのプログラムや各種データを記憶するとともに、処理部200のワーク領域として機能し、その機能はハードディスク、RAMなどにより実現できる。記憶部270は、格納部272(例えばデータベース)を含む。 The storage unit 270 stores programs and various data for operating the computer as each unit of the processing unit 200, and also functions as a work area of the processing unit 200, and the function can be realized by a hard disk, RAM, or the like. The storage unit 270 includes a storage unit 272 (for example, a database).
 格納部272は、本実施形態のゲームシステムで実行されるオンラインゲームに参加する複数のプレーヤそれぞれのプレーヤ情報を格納する。例えば、格納部272は、複数のプレーヤそれぞれのプレーヤ識別情報(プレーヤIDや、プレーヤが使用する端末IDなど)に対応づけて、プレーヤ名(プレーヤアカウント)、パスワード、端末10の宛先情報(IPアドレス等)などを、プレーヤ情報として格納する。また、格納部272は、プレーヤ識別情報に対応づけて、プレーヤが保有するゲーム媒体(移動体、アイテム等)やゲーム内通貨に関する情報を、プレーヤ情報として格納する。 The storage unit 272 stores player information of each of a plurality of players participating in the online game executed by the game system of the present embodiment. For example, the storage unit 272 associates the player identification information (player ID, terminal ID used by the player, etc.) of each of the plurality of players with the player name (player account), password, and destination information (IP address) of the terminal 10. Etc.) etc. are stored as player information. Further, the storage unit 272 stores information on the game medium (moving body, item, etc.) and the in-game currency held by the player as player information in association with the player identification information.
 通信部296は端末10や他のサーバとの間で通信を行うための各種制御を行うものであり、その機能は、各種プロセッサ又は通信用ASICなどのハードウェアや、プログラムなどにより実現できる。 The communication unit 296 performs various controls for communicating with the terminal 10 and other servers, and its functions can be realized by hardware such as various processors or communication ASICs, programs, and the like.
処理部200(プロセッサ)は、端末10から送信され通信部296を介して受信したデータ、プログラムなどに基づいて、プレーヤ情報の管理、ログイン/ログアウトに関する処理、通信制御処理などの各種処理を行う。処理部200は記憶部270をワーク領域として各種処理を行う。処理部200の機能は各種プロセッサ(CPU、DSP等)、ASIC(ゲートアレイ等)などのハードウェアや、プログラムにより実現できる。処理部200は、移動体情報管理部210と、コース区間情報管理部212と、制御部214と、判断部216を含む。 The processing unit 200 (processor) performs various processes such as management of player information, processing related to login / logout, and communication control processing based on data, programs, and the like transmitted from the terminal 10 and received via the communication unit 296. The processing unit 200 performs various processes using the storage unit 270 as a work area. The function of the processing unit 200 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program. The processing unit 200 includes a mobile information management unit 210, a course section information management unit 212, a control unit 214, and a determination unit 216.
 移動体情報管理部210は、移動体の速度(初速などの加速性、最高速度、現在の速度など)と安定性(ヨー安定性、ロール安定性、ピッチ安定性などの安定性、耐久力、剛性、重さ、重心など)に関する移動体情報を管理する。移動体情報は格納部272に格納される。移動体情報管理部210は、移動体の状態(移動体の部位ごとのパーツ)に応じて、当該移動体の安定性を算出(更新)する。移動体の部位ごとのパーツは、プレーヤの入力に基づいて設定される。 The moving body information management unit 210 has the speed (acceleration such as initial speed, maximum speed, current speed, etc.) and stability (stability such as yaw stability, roll stability, pitch stability, durability, etc.) of the moving body. Manages mobile information about (rigidity, weight, center of gravity, etc.). The moving body information is stored in the storage unit 272. The moving body information management unit 210 calculates (updates) the stability of the moving body according to the state of the moving body (parts for each part of the moving body). The parts for each part of the moving body are set based on the input of the player.
 コース区間情報管理部212は、コースを構成する複数のコース区間それぞれの形状に関するコース区間情報を管理する。コース区間情報は格納部272に格納される。 The course section information management unit 212 manages the course section information regarding the shape of each of the plurality of course sections constituting the course. The course section information is stored in the storage unit 272.
 制御部214は、移動体情報とコース区間情報とに基づいて、仮想空間における移動体(各プレーヤに関連付けられた移動体、プレーヤに関連付けられていない移動体(NPC))の動きを制御して移動体を自動的にコースに沿って移動させ、コースを移動体が走行するレースをシミュレーションする。シミュレーション結果は端末10に送信される。制御部214は、移動体が通過しているコース区間の形状又は属性(硬さや凸凹具合など)に応じて、当該移動体の速度を変更してもよい。また、制御部214は、レースの進捗状況(移動体の走行時間や走行距離、移動体が通過したコース区間の履歴など)に応じて、移動体の安定性を減少方向に変化させ、又は、コース区間の属性を変化させてもよい。 The control unit 214 controls the movement of the moving body (moving body associated with each player, moving body not associated with the player (NPC)) in the virtual space based on the moving body information and the course section information. The moving body is automatically moved along the course, and the race in which the moving body runs on the course is simulated. The simulation result is transmitted to the terminal 10. The control unit 214 may change the speed of the moving body according to the shape or attribute (hardness, unevenness, etc.) of the course section through which the moving body passes. In addition, the control unit 214 changes the stability of the moving body in a decreasing direction according to the progress of the race (running time and distance of the moving body, history of the course section through which the moving body has passed, etc.), or The attributes of the course section may be changed.
 判断部216は、移動体がコース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断する。判断部216は、前記遠心力と移動体の安定性との関係に応じて、当該移動体がコースアウトする確率を変更して、当該移動体がコースアウトするか否かの判断を行ってもよい。また、判断部216は、前記遠心力と移動体の安定性に加えて、当該移動体が通過しているコース区間に関連する付加要素に基づいて、当該移動体がコースアウトするか否かの判断を行ってもよい。 Each time the moving body passes through the course section, the determination unit 216 determines the moving body based on the centrifugal force calculated based on the speed of the moving body and the shape of the course section and the stability of the moving body. Determines whether or not to go off course. The determination unit 216 may change the probability that the moving body goes off course according to the relationship between the centrifugal force and the stability of the moving body, and determine whether or not the moving body goes off course. Further, the determination unit 216 determines whether or not the moving body goes out of the course based on the centrifugal force and the stability of the moving body and additional factors related to the course section through which the moving body passes. May be done.
 図3に、本実施形態の端末10の機能ブロック図の一例を示す。なお本実施形態のゲーム装置は図3の構成要素(各部)の一部を省略した構成としてもよい。 FIG. 3 shows an example of a functional block diagram of the terminal 10 of the present embodiment. The game device of the present embodiment may have a configuration in which some of the components (each part) shown in FIG. 3 are omitted.
 入力部150は、プレーヤからの入力情報を入力(検出)するための機器であり、プレーヤの入力情報(操作入力)を処理部100に出力する。入力部150の機能は、タッチパネル、タッチパッド、マウス、方向キーやボタン、キーボード等の入力機器により実現することができる。 The input unit 150 is a device for inputting (detecting) input information from the player, and outputs the input information (operation input) of the player to the processing unit 100. The function of the input unit 150 can be realized by an input device such as a touch panel, a touch pad, a mouse, direction keys and buttons, and a keyboard.
 記憶部170は、処理部100の各部としてコンピュータを機能させるためのプログラムや各種データを記憶するとともに、処理部100のワーク領域として機能し、その機能はハードディスク、RAMなどにより実現できる。 The storage unit 170 stores programs and various data for operating the computer as each unit of the processing unit 100, and also functions as a work area of the processing unit 100, and the function can be realized by a hard disk, RAM, or the like.
 表示部190は、処理部100で生成されたゲーム画像を出力するものであり、その機能は、入力部150としても機能するタッチパネル、LCD或いはHMD(ヘッドマウントディスプレイ)などのディスプレイにより実現できる。 The display unit 190 outputs a game image generated by the processing unit 100, and its function can be realized by a display such as a touch panel, LCD or HMD (head-mounted display) that also functions as an input unit 150.
 音出力部192は、処理部100で生成された音を出力するものであり、その機能は、スピーカ、或いはヘッドフォンなどにより実現できる。 The sound output unit 192 outputs the sound generated by the processing unit 100, and its function can be realized by a speaker, headphones, or the like.
 通信部196はサーバ20や他の端末10との間で通信を行うための各種制御を行うものであり、その機能は、各種プロセッサ又は通信用ASICなどのハードウェアや、プログラムなどにより実現できる。 The communication unit 196 performs various controls for communicating with the server 20 and other terminals 10, and the functions can be realized by hardware such as various processors or communication ASICs, a program, or the like.
 なお、サーバ20が有する情報記憶媒体や記憶部に記憶されている処理部100の各部としてコンピュータを機能させるためのプログラムや各種データを、ネットワークを介して受信し、受信したプログラムやデータを記憶部170に記憶してもよい。このようにプログラムや各種データを受信して端末を機能させる場合も本発明の範囲内に含む。 It should be noted that the information storage medium of the server 20 and the programs and various data for operating the computer as each part of the processing unit 100 stored in the storage unit are received via the network, and the received programs and data are stored in the storage unit. It may be stored in 170. The case where the terminal is made to function by receiving the program and various data in this way is also included in the scope of the present invention.
 処理部100(プロセッサ)は、入力部150からの入力情報(操作情報)、プログラム、通信部196を介して受信したデータなどに基づいて、ゲーム処理、画像生成処理、音生成処理、などの処理を行う。処理部100の機能は各種プロセッサ(CPU、DSP等)、ASIC(ゲートアレイ等)などのハードウェアや、プログラムにより実現できる。処理部100は、移動体の設定(パーツの変更や強化などのカスタマイズ)を指示するプレーヤの操作や、レースの開始を指示するプレーヤの操作があった場合に、その旨の指示情報をサーバ20に送信する。処理部100は、再生部110、画像生成部120、音生成部130を含む。 The processing unit 100 (processor) performs processing such as game processing, image generation processing, sound generation processing, etc., based on input information (operation information) from the input unit 150, a program, data received via the communication unit 196, and the like. I do. The function of the processing unit 100 can be realized by hardware such as various processors (CPU, DSP, etc.), ASIC (gate array, etc.), or a program. When there is an operation of the player instructing the setting of the moving body (customization such as changing or strengthening of parts) or the operation of the player instructing the start of the race, the processing unit 100 outputs instruction information to that effect to the server 20. Send to. The processing unit 100 includes a reproduction unit 110, an image generation unit 120, and a sound generation unit 130.
 再生部110は、サーバ20から受信したシミュレーション結果に基づいて、レースを再現する再現画像(移動体が走行するコースが配置された仮想空間内において仮想カメラから見える画像)を生成して動画像(映像)として再生する。再生部110は、シミュレーション結果において移動体のコースアウトが発生する場合、コースアウトのシーンを再現する際に当該シーン用の演出(仮想カメラのアングル、カメラワーク、エフェクト、音楽などによる演出)を行ってもよい。 Based on the simulation result received from the server 20, the reproduction unit 110 generates a reproduction image (an image seen from the virtual camera in the virtual space in which the course on which the moving body travels is arranged) to reproduce the race, and the moving image (moving image). Play as video). When the course-out of a moving object occurs in the simulation result, the playback unit 110 may perform an effect for the scene (effect by virtual camera angle, camera work, effect, music, etc.) when reproducing the course-out scene. Good.
 ここで処理部100は、再生部110による再現画像の再生中にプレーヤの入力(画面上のボタン操作、アイテムの使用など)を受け付けた場合に、当該入力をサーバ20に送信する。当該入力を受け付けたサーバ20の制御部214は、当該入力に基づいて、当該入力のあった時点後のレースを再シミュレーションし、再シミュレーション結果を端末10に送信する。再生部110は、当該再シミュレーション結果を受け付けた後から、当該再シミュレーション結果に基づく再現画像を生成して再生する。 Here, when the processing unit 100 receives an input from the player (button operation on the screen, use of an item, etc.) during reproduction of the reproduced image by the reproduction unit 110, the processing unit 100 transmits the input to the server 20. Based on the input, the control unit 214 of the server 20 that has received the input resimulates the race after the time when the input is received, and transmits the resimulation result to the terminal 10. After receiving the re-simulation result, the reproduction unit 110 generates and reproduces a reproduced image based on the re-simulation result.
 画像生成部120は、処理部100で行われる種々の処理の結果に基づいて描画処理を行い、これによりゲーム画像(再現画像や設定画面等を含むゲーム画像)を生成し、表示部190に出力する。 The image generation unit 120 performs drawing processing based on the results of various processes performed by the processing unit 100, thereby generating a game image (a game image including a reproduced image, a setting screen, etc.) and outputting it to the display unit 190. To do.
 音生成部130は、処理部100で行われる種々の処理の結果に基づいて音処理を行い、BGM、効果音、又は音声などのゲーム音を生成し、音出力部192に出力する。 The sound generation unit 130 performs sound processing based on the results of various processes performed by the processing unit 100, generates game sounds such as BGM, sound effects, or voice, and outputs them to the sound output unit 192.
 なお、移動体情報管理部210、コース区間情報管理部212、制御部214、判断部216及び再生部110の処理を、全てサーバ20で実行するように構成してもよいし、全て端末10で実行するように構成してもよいし、本実施形態のようにサーバ20と端末10で分散して実行するように構成してもよい。 The processing of the mobile information management unit 210, the course section information management unit 212, the control unit 214, the judgment unit 216, and the reproduction unit 110 may all be executed by the server 20, or all may be executed by the terminal 10. It may be configured to be executed, or may be configured to be distributed and executed by the server 20 and the terminal 10 as in the present embodiment.
 2.本実施形態の手法
 次に本実施形態の手法について図面を用いて説明する。
2. The method of the present embodiment Next, the method of the present embodiment will be described with reference to the drawings.
 本実施形態のゲームシステムでは、仮想空間内のコースを移動体が走行してレースを行うゲームが実行される。 In the game system of this embodiment, a game in which a moving body runs on a course in a virtual space and races is executed.
 図4は、移動体の一例を示す図である。移動体MVは仮想的な電動四輪車であり、複数のパーツ(部位)で構成される。移動体MVを構成するパーツとしては、車台であるシャーシ(図示せず)、車体であるボディBD、タイヤTR、ホイールWH、ローラーRL、ステーST、ウィングWN、ホイールWHを支えるシャフト(図示せず)、モーター(図示せず)、動力源となる電池(図示せず)、ウェイト(重り)等がある。ローラーRLは、ステーSTを介してシャーシに取り付けられ、コースの各レーン(走路)の両側に設けられた側壁に接触回転することで、移動体MVのコースに沿った走行をガイドする。この例では、移動体MVの4隅に計4個のローラーRLが取り付けられているが、移動体MVの前方両側のみに計2個のローラーRLを取り付けたり、後方両側のみに計2個のローラーRLを取り付けることもできる。 FIG. 4 is a diagram showing an example of a moving body. The mobile MV is a virtual electric four-wheeled vehicle, and is composed of a plurality of parts (parts). The parts that make up the moving body MV include the chassis that is the chassis (not shown), the body BD that is the car body, the tire TR, the wheel WH, the roller RL, the stay ST, the wing WN, and the shaft that supports the wheel WH (not shown). ), Motor (not shown), battery as a power source (not shown), weight (weight), etc. The roller RL is attached to the chassis via the stay ST and rotates in contact with the side walls provided on both sides of each lane (runway) of the course to guide the traveling of the moving body MV along the course. In this example, a total of four roller RLs are attached to the four corners of the moving body MV, but a total of two roller RLs are attached only to both front sides of the moving body MV, or a total of two roller RLs are attached only to both rear sides. A roller RL can also be attached.
 サーバ20(移動体情報管理部210)は、各プレーヤに関連付けられた移動体MVを構成する複数のパーツに関する情報と、当該移動体MVの速度及び安定性に関する情報とを、移動体情報として管理する。 The server 20 (mobile information management unit 210) manages information on a plurality of parts constituting the mobile MV associated with each player and information on the speed and stability of the mobile MV as mobile information. To do.
 図5は、移動体情報の一例を示す図である。移動体情報300は、各プレーヤのプレーヤID310に対応付けて、各プレーヤが保有する移動体MVを構成する複数のパーツ(シャーシ、ボディBD、タイヤTR、ホイールWH等)を特定するパーツ特定情報320と、当該移動体MVの速度330(最高速度、加速性)と、当該移動体MVの安定性340(安定性、耐久力、重さ、重心)とを格納する。 FIG. 5 is a diagram showing an example of mobile information. The mobile body information 300 is a part specific information 320 that identifies a plurality of parts (chassis, body BD, tire TR, wheel WH, etc.) constituting the mobile body MV owned by each player in association with the player ID 310 of each player. And the speed 330 (maximum speed, acceleration) of the moving body MV and the stability 340 (stability, durability, weight, center of gravity) of the moving body MV are stored.
 各プレーヤには、初期状態において、基本セットとして、複数の基本パーツ(最もグレードの低いパーツ)から構成される移動体MVが付与される。プレーヤは、端末10の表示部190に表示される設定画面において、ゲーム内通貨を消費して移動体MVのいずれかの部位のグレードアップパーツ(基本パーツよりも性能の高いパーツ)を購入し、購入したパーツを自身の移動体MVに設定(装着)することができる。また、プレーヤは、設定画面において、ゲーム内通貨を消費して購入したアイテムを使用(消費)して、移動体MVのいずれかの部位のパーツを強化(軽量化、空気抵抗の向上、高速化、安定化など、性能の向上)したり改造(肉抜き、塗装、ドレスアップなど)したりすることができる。設定画面におけるプレーヤによる設定内容はサーバ20に送信され、当該設定内容に基づいて、パーツ特定情報320が更新される。図5に示す例では、プレーヤID「001」のプレーヤの移動体MVを構成するパーツのうちシャーシのパーツ「a1」とボディBDのパーツ「b1」は基本パーツであり、タイヤTRのパーツ「c2」とホイールWHのパーツ「d2」はグレードアップパーツ(或いは、強化/改造パーツ)である。また、プレーヤID「002」のプレーヤの移動体MVを構成するパーツのうちタイヤTRのパーツ「c1」とホイールWHのパーツ「d1」は基本パーツであり、シャーシのパーツ「a2」とボディBDのパーツ「b3」はグレードアップパーツ(或いは、強化/改造パーツ)である。また、プレーヤは、設定画面において、パーツや素材を組み合わせて新たなパーツ(カスタムパーツ)を作成することもできる。 In the initial state, each player is given a mobile MV composed of a plurality of basic parts (lowest grade parts) as a basic set. On the setting screen displayed on the display unit 190 of the terminal 10, the player consumes the in-game currency to purchase upgrade parts (parts having higher performance than the basic parts) of any part of the mobile MV. You can set (attach) the purchased parts to your own mobile MV. In addition, the player uses (consumes) the item purchased by consuming the in-game currency on the setting screen to strengthen the parts of any part of the mobile MV (lightening, improving air resistance, speeding up). , Stabilization, performance improvement) or modification (lightening, painting, dressing up, etc.). The setting content by the player on the setting screen is transmitted to the server 20, and the part identification information 320 is updated based on the setting content. In the example shown in FIG. 5, among the parts constituting the moving body MV of the player with the player ID "001", the chassis part "a1" and the body BD part "b1" are basic parts, and the tire TR part "c2". The wheel WH part "d2" is an upgrade part (or a strengthened / modified part). Also, among the parts that make up the moving body MV of the player with player ID "002", the tire TR part "c1" and the wheel WH part "d1" are the basic parts, and the chassis part "a2" and the body BD The part "b3" is an upgrade part (or a strengthened / modified part). The player can also create new parts (custom parts) by combining parts and materials on the setting screen.
 移動体MVの速度330は、当該移動体MVを構成する複数のパーツ(パーツ特定情報320)に応じて設定される。例えば、移動体MVのモーターや電池のパーツの性能(グレード等)が高いほど、当該移動体MVの最高速度は大きくなり加速性も高くなる。また、移動体MVのタイヤTRの径が大きいほど、当該移動体MVの最高速度は大きくなり加速性は低くなる。なお、移動体MVの速度330は、当該移動体MVの安定性340に応じても設定され、例えば、移動体MVの重さが大きいほど、当該移動体MVの加速性は低くなる。 The speed 330 of the moving body MV is set according to a plurality of parts (part specific information 320) constituting the moving body MV. For example, the higher the performance (grade, etc.) of the motor and battery parts of the mobile MV, the higher the maximum speed of the mobile MV and the higher the acceleration. Further, the larger the diameter of the tire TR of the moving body MV, the higher the maximum speed of the moving body MV and the lower the acceleration. The speed 330 of the moving body MV is also set according to the stability 340 of the moving body MV. For example, the heavier the weight of the moving body MV, the lower the acceleration of the moving body MV.
 同様に、移動体MVの安定性340は、当該移動体MVを構成する複数のパーツ(パーツ特定情報320)に応じて設定される。例えば、移動体MVのシャーシやボディBDのパーツの性能が高いほど、当該移動体の安定性は高くなる。また、移動体MVに備わるローラーRLの数が多いほど、また、ローラーRLの径が大きいほど、当該移動体MVの安定性は高くなる。また、移動体MVの複数の部位のパーツが特定の組み合わせである場合に、当該移動体MVの安定性を変化させるようにしてもよい。また、同じパーツであっても、装着される部位に応じて移動体MVの安定性が変化するようにしてもよい。また、移動体MVの重さは、当該移動体MVを構成する全パーツの重さを合計して算出される。また、移動体MVの重心としては、前後の重心及び上下の重心がある。前後の重心については、シャーシやボディBDのパーツの種類や、移動体MVの前端部と後端部に取り付けられたパーツ(ステーST、ローラーRL、ウィングWN、ウェイト等)に応じて、重心が「前」であるか「中央」であるか「後ろ」であるかが決定される。また、上下の重心については、シャーシやボディBDのパーツの種類に応じて、重心の基準位置(例えば、タイヤTRの最大径の半分の位置の地上高)からの上方向の距離が決定される。図5に示す例は、プレーヤID「001」の移動体MVの前後の重心が「中央」であり、上下の重心が「0」(基準位置)であること、プレーヤID「002」の移動体MVの前後の重心が「前」であり、上下の重心が基準位置から「-2」だけ低いことを示している。 Similarly, the stability 340 of the moving body MV is set according to a plurality of parts (part specific information 320) constituting the moving body MV. For example, the higher the performance of the chassis of the moving body MV and the parts of the body BD, the higher the stability of the moving body. Further, the larger the number of roller RLs provided in the moving body MV and the larger the diameter of the roller RL, the higher the stability of the moving body MV. Further, when the parts of the plurality of parts of the moving body MV are a specific combination, the stability of the moving body MV may be changed. Further, even if the parts are the same, the stability of the moving body MV may be changed according to the portion to be mounted. Further, the weight of the moving body MV is calculated by summing up the weights of all the parts constituting the moving body MV. The center of gravity of the moving body MV includes the front and rear center of gravity and the upper and lower center of gravity. Regarding the center of gravity of the front and rear, the center of gravity depends on the type of parts of the chassis and body BD and the parts (stay ST, roller RL, wing WN, weight, etc.) attached to the front and rear ends of the moving body MV. It is determined whether it is "front", "center", or "back". As for the upper and lower centers of gravity, the upward distance from the reference position of the center of gravity (for example, the ground clearance at the position of half the maximum diameter of the tire TR) is determined according to the types of parts of the chassis and body BD. .. In the example shown in FIG. 5, the center of gravity before and after the moving body MV with the player ID "001" is "center", the center of gravity above and below is "0" (reference position), and the moving body with the player ID "002". The center of gravity before and after the MV is "front", indicating that the center of gravity above and below is "-2" lower than the reference position.
 各プレーヤは、仮想空間内のコースを移動体MVが走行するレースにエントリー(参加)することができる。コースは、レースごとに異なるものが用意されている。図6は、仮想空間内に配置されるコースの一例を示す図である。図6に示すコースCSは、3つのレーン(走路)を有し3台の移動体MVが走行可能な右回りの周回コースである。コースCSは、複数のコース区間CEの組み合わせで構成される。コース区間CEは複数の種類があり、種類ごとに形状が異なっている。例えば、コース区間CE(ストレート)は、走路が直線状に形成されたコース区間CEであり、コース区間CE(コーナー)は、走路が右回り又は左回りの曲線状に形成されたコース区間CEであり、コース区間CE(上り坂)は、走路が進行方向に上り坂に形成されたコース区間CEであり、コース区間CE(下り坂)は、走路が進行方向に下り坂に形成されたコース区間CEであり、コース区間CE(ジャンプ台)は、走路が中間地点まで進行方向に上り坂に形成され中間地点から進行方向に下り坂に形成されたコース区間CEであり、コース区間CE(レーンチェンジ)は、イン(或いは、アウト)のレーンを走行する移動体MVの走路がアウト(或いは、イン)のレーンに変更されるコース区間CEである。その他、移動体MVが走行しながら宙返りする「ループチェンジャー」や、走路が左右方向に傾斜している「バンク」といったコース区間CEが用意されている。また、「コーナー」のコース区間CEには、右回り左回りの別がある他、曲率半径(カーブ半径)の異なる複数種類があってもよい。なお、コースCSを構成する複数のコース区間CEのいずれかには、レースのスタート地点Sが設定されている。 Each player can enter (participate in) a race in which the mobile MV runs on the course in the virtual space. Different courses are prepared for each race. FIG. 6 is a diagram showing an example of a course arranged in the virtual space. The course CS shown in FIG. 6 is a clockwise circuit course having three lanes (running paths) and capable of traveling three mobile MVs. The course CS is composed of a combination of a plurality of course sections CE. There are multiple types of course section CE, and each type has a different shape. For example, the course section CE S (straight) is a course section CE in which the runway is formed in a straight line, and the course section CE C (corner) is a course section in which the runway is formed in a clockwise or counterclockwise curve. It is a CE, and the course section CE U (uphill) is a course section CE in which the track is formed uphill in the direction of travel, and the course section CE D (downhill) is a course section formed in the downhill in the direction of travel. The course section CE is a course section CE, and the course section CE J (jump platform) is a course section CE in which the runway is formed uphill in the direction of travel to the intermediate point and downhill in the direction of travel from the intermediate point. The section CE L (lane change) is a course section CE in which the track of the moving body MV traveling in the in (or out) lane is changed to the out (or in) lane. In addition, there are course section CEs such as a "loop changer" in which the moving body MV somersaults while traveling, and a "bank" in which the track is inclined in the left-right direction. Further, the course section CE C of the "corner" may be classified into clockwise and counterclockwise, and may have a plurality of types having different curvature radii (curve radii). A race start point S is set in any of the plurality of course section CEs constituting the course CS.
 サーバ20(コース区間情報管理部212)は、コースCSを構成する複数のコース区間CEそれぞれの形状に関する情報を、コース区間情報として管理する。図7は、コース区間情報の一例を示す図である。コース区間情報400は、各コースCSのコースID410に対応付けて、コースCSを構成する1番目のコース区間CE(スタート地点Sが設定されたコース区間CE)からN番目(Nは、コースCSを構成するコース区間CEの総数)のコース区間CEのそれぞれの形状(種類)を特定するコース区間特定情報420を格納する。図7に示す例は、コースID「001」のコースCS(図6に示すコースCS)の1番目のコース区間CEの形状が「ストレート」であり、2番目と3番目のコース区間CEの形状が「右回りコーナー」であり、4番目のコース区間CEの形状が「レーンチェンジ」であり、5番目のコース区間CEの形状が「左回りコーナー」であり、そして、22番目のコース区間CEの形状が「上り坂」であり、23番目のコース区間CEの形状が「ストレート」であり、24番目(N番目)のコース区間CEの形状が「下り坂」であることを示している。なお、コースCSを構成する複数のコース区間CEのそれぞれには、硬さ、破損具合、凸凹具合等のコンディション情報(属性)が設定されている。 The server 20 (course section information management unit 212) manages information on the shape of each of the plurality of course section CEs constituting the course CS as course section information. FIG. 7 is a diagram showing an example of course section information. The course section information 400 corresponds to the course ID 410 of each course CS, and is the Nth (N is the course CS) from the first course section CE (the course section CE in which the start point S is set) constituting the course CS. The course section identification information 420 that specifies each shape (type) of the course section CEs of the constituent course section CEs) is stored. In the example shown in FIG. 7, the shape of the first course section CE of the course CS (course CS shown in FIG. 6) of the course ID “001” is “straight”, and the shapes of the second and third course sections CE. Is the "clockwise corner", the shape of the 4th course section CE is "lane change", the shape of the 5th course section CE is "counterclockwise corner", and the shape of the 22nd course section CE Indicates that the shape of is "uphill", the shape of the 23rd course section CE is "straight", and the shape of the 24th (Nth) course section CE is "downhill". Condition information (attributes) such as hardness, degree of damage, and degree of unevenness are set in each of the plurality of course sections CE constituting the course CS.
 レースにエントリーしたプレーヤが端末10においてレースの開始を指示する操作を行うと、サーバ20(制御部214)は、移動体情報300とコース区間情報400とに基づいて、エントリーした各プレーヤの移動体MVがコースCSを走行する(自動的にコースCSに沿って移動する)当該レースをシミュレーションする。なお、レースに参加する移動体MVには、プレーヤに関連付けられていない(CPU制御の)移動体MVが含まれていてもよい。 When the player who entered the race performs an operation of instructing the start of the race on the terminal 10, the server 20 (control unit 214) uses the moving body information 300 and the course section information 400 of the moving body of each player who entered the race. The race in which the MV runs on the course CS (automatically moves along the course CS) is simulated. The mobile MV participating in the race may include a (CPU-controlled) mobile MV that is not associated with the player.
 レースのシミュレーションでは、移動体MVの速度330(最高速度、加速性)と移動体MVが通過するコース区間CEの形状や属性(コース区間特定情報420)とに基づいて、移動体MVが各コース区間CEを通過する(隣接する各コース区間CE間の境界を通過する)ときの速度vを求める。例えば、図8に示す例において、移動体MVが、「ストレート」のコース区間CE、「左回りコーナー」のコース区間CE、「右回りコーナー」のコース区間CE、「ストレート」のコース区間CE、CEの順に通過し、コース区間CEに速度v=30で侵入するとする。コース区間CEは「ストレート」であるから、移動体MVは減速することなく、速度v=30で次のコース区間CEとの境界を通過する(コース区間CEに侵入する)。次のコース区間CEは「コーナー」であるから、移動体MVは減速して、速度v=27で次のコース区間CEとの境界を通過する。このときの減速量(「コーナー」のコース区間CEを通過するときの減速量)は、移動体MVの加速性に応じて求められ、移動体MVの加速性が高いほど小さくなる。次のコース区間CEも「コーナー」であるから、移動体MVは更に減速して、速度v=25で次のコース区間CEとの境界を通過する。次のコース区間CEは「ストレート」であるから、移動体MVは減速することなく、速度v=25で次のコース区間CEとの境界を通過する。次のコース区間CEは「ストレート」であり、その前のコース区間CEも「ストレート」であるから、移動体MVは加速して、速度v=27で次のコース区間CEとの境界を通過する。このときの加速量(「ストレート」のコース区間CEを連続して通過するときの加速量)は、移動体MVの加速性に応じて求められ、移動体MVの加速性が高いほど大きくなる。但し、移動体MVの速度は、当該移動体MVの最高速度を超えない範囲で制御される。また、移動体MVが「上り坂」のコース区間CEを通過する場合には減速し、移動体MVが「下り坂」のコース区間CEを通過する場合には加速する。また、移動体MVが通過するコース区間CEのコンディションが悪い(破損度合いや凸凹度合いが大きい)ほど、移動体MVの減速量は大きくなり加速量は小さくなる。また、レース開始直後の各移動体MVの初速は、各移動体MVの加速性に基づき決定してもよいし、各プレーヤによるレースの開始を指示する操作の操作タイミングに基づきランダムに決定してもよい。 In the race simulation, the mobile MV is on each course based on the speed 330 (maximum speed, acceleration) of the mobile MV and the shape and attributes of the course section CE through which the mobile MV passes (course section specific information 420). The velocity v when passing through the section CE (passing the boundary between the adjacent course section CEs) is obtained. For example, in the example shown in FIG. 8, the moving body MV is a “straight” course section CE 1 , a “counterclockwise corner” course section CE 2 , a “clockwise corner” course section CE 3 , and a “straight” course. It is assumed that the vehicle passes through the sections CE 4 and CE 5 in this order and enters the course section CE 1 at a speed v = 30. Since the course section CE 1 is "straight", the moving body MV passes through the boundary with the next course section CE 2 at a speed v = 30 (enters the course section CE 2) without decelerating. Since the next course section CE 2 is a "corner", the moving body MV decelerates and passes the boundary with the next course section CE 3 at a speed v = 27. The deceleration amount at this time (the deceleration amount when passing through the course section CE of the "corner") is obtained according to the acceleration of the moving body MV, and becomes smaller as the acceleration of the moving body MV is higher. Since the next course section CE 3 is also a "corner", the moving body MV further decelerates and passes the boundary with the next course section CE 4 at a speed v = 25. Since the next course section CE 4 is "straight", the moving body MV passes through the boundary with the next course section CE 5 at a speed v = 25 without decelerating. Since the next course section CE 5 is "straight" and the previous course section CE 4 is also "straight", the moving body MV accelerates and the boundary with the next course section CE 6 at a speed v = 27. Pass through. The amount of acceleration at this time (the amount of acceleration when continuously passing through the "straight" course section CE) is obtained according to the acceleration of the moving body MV, and increases as the acceleration of the moving body MV increases. However, the speed of the moving body MV is controlled within a range not exceeding the maximum speed of the moving body MV. Further, when the moving body MV passes through the "uphill" course section CE, the speed is reduced, and when the moving body MV passes through the "downhill" course section CE, the speed is accelerated. Further, the worse the condition of the course section CE through which the moving body MV passes (the degree of damage and the degree of unevenness is large), the larger the deceleration amount of the moving body MV and the smaller the acceleration amount. Further, the initial velocity of each moving body MV immediately after the start of the race may be determined based on the acceleration of each moving body MV, or is randomly determined based on the operation timing of the operation instructing the start of the race by each player. May be good.
 このように、各移動体MVがコースCSを構成する各コース区間CE間の境界を通過する(各コース区間CEに侵入する)ときの速度vを求め、求めた速度vに基づいて、各移動体MVが各境界(各計算ポイント)を通過するときの通過タイム(レース開始からの経過時間)を算出し、シミュレーション結果とする。また、各移動体MVがコースCSを所定回数だけ周回した(ゴールした)ときのゴールタイムと、各移動体MVのゴール着順(順位)も合わせて求め、シミュレーション結果とする。なお、コースアウトした移動体MVは、レースをリタイアしたものとする。 In this way, the speed v when each moving body MV passes through the boundary between the course section CEs constituting the course CS (enters each course section CE) is obtained, and each movement is based on the obtained speed v. The passing time (elapsed time from the start of the race) when the body MV crosses each boundary (each calculation point) is calculated and used as a simulation result. In addition, the goal time when each mobile MV laps (goals) the course CS a predetermined number of times and the goal arrival order (rank) of each mobile MV are also obtained and used as a simulation result. It is assumed that the mobile MV that has gone off course has retired from the race.
 また、レースのシミュレーションでは、移動体MVの速度vと移動体MVが通過するコース区間CEの形状とに基づいて、移動体MVに作用する遠心力を求める。例えば、図8に示す例において、移動体MVがコース区間CEに侵入するときの速度v=30とコース区間CEの形状「ストレート」に基づいてコース区間CEを通過するときの遠心力を求め、移動体MVがコース区間CEに侵入するときの速度v=30とコース区間CEの形状「コーナー」に基づいてコース区間CEを通過するときの遠心力を求め、移動体MVがコース区間CEに侵入するときの速度v=27とコース区間CEの形状「コーナー」に基づいてコース区間CEを通過するときの遠心力を求め、以下同様にして、各コース区間CEを通過するときの遠心力を求める。この遠心力は、移動体MVの速度vが大きいほど大きくなり、また、「ストレート」のコース区間CEを通過する場合よりも「コーナー」のコース区間CEを通過する場合の方が大きくなる。また、「コーナー」のコース区間CEに曲率半径の異なるものがある場合には、遠心力は、移動体MVが通過する「コーナー」のコース区間CEの曲率半径が小さいほど大きくなる。なお、移動体MVに作用する遠心力を、物理法則に従って(移動体MVの重さ、速度v及びコース区間CEの曲率半径を用いた公式により)算出するようにしてもよい。 Further, in the race simulation, the centrifugal force acting on the moving body MV is obtained based on the velocity v of the moving body MV and the shape of the course section CE through which the moving body MV passes. For example, in the example shown in FIG. 8, the centrifugal force when the movable body MV passes a course section CE 1 based on the shape "straight" velocity v = 30 and courses section CE 1 when entering the course segment CE 1 look, determine the centrifugal force when passing through a course section CE 2 based on the shape "corner" of the velocity v = 30 and courses section CE 2 when the moving body MV from entering the course section CE 2, mobile MV There obtains a centrifugal force when passing through a course section CE 3 on the basis of the shape "corner" of the velocity v = 27 and courses section CE 3 when entering the course segment CE 3, in the same manner, each course segment CE Find the centrifugal force when passing through. This centrifugal force increases as the velocity v of the moving body MV increases, and becomes larger when passing through the "corner" course section CE than when passing through the "straight" course section CE. Further, when the course section CE of the "corner" has a different radius of curvature, the centrifugal force increases as the radius of curvature of the course section CE of the "corner" through which the moving body MV passes is smaller. The centrifugal force acting on the moving body MV may be calculated according to the laws of physics (by a formula using the weight of the moving body MV, the velocity v, and the radius of curvature of the course section CE).
 そして、シミュレーションでは、移動体MVがコース区間CEを通過する(コース区間CEに侵入する)ごとに、移動体MVに作用する遠心力と、移動体MVの安定性340(安定性、重心)とに基づいて、移動体MVがコースアウトするか否かを判定する。例えば、移動体MVに作用する遠心力と移動体MVの安定性340とに基づいて、コースアウトの危険度を示す値を算出する。当該危険度の値は、移動体MVに作用する遠心力が大きいほど大きくなり、移動体MVの安定性が高いほど小さくなる。また、当該危険度の値は、移動体MVの重心が低いほど小さくなり、移動体MVの前後の重心が「前」や「後ろ」である場合よりも「中央」である場合の方が小さくなる。そして、算出した危険度の値が第1の閾値T1未満であれば、コースアウトしないと判定し、算出した危険度の値が第2の閾値T2(T2>T1)より大きければ、コースアウトすると判定する。また、算出した危険度の値が第1の閾値T1以上であって第2の閾値T2以下である場合には、乱数発生手段と抽選テーブル等を用いて抽選によりコースアウトするか否かを決定する。この場合、算出した危険度の値が大きいほど、コースアウトすると決定される確率が高くなるように、抽選確率を変更する。移動体MVがコースアウトとすると判定した場合には、コースアウトした移動体MVと、コースアウトの発生場所(何周目、何番目のコース区間CEでコースアウトが発生するか)とを特定する情報を、シミュレーション結果とする。 Then, in the simulation, each time the moving body MV passes through the course section CE (enters the course section CE), the centrifugal force acting on the moving body MV and the stability 340 (stability, center of gravity) of the moving body MV are obtained. Based on, it is determined whether or not the moving body MV goes off course. For example, a value indicating the risk of course-out is calculated based on the centrifugal force acting on the moving body MV and the stability 340 of the moving body MV. The value of the degree of risk increases as the centrifugal force acting on the moving body MV increases, and decreases as the stability of the moving body MV increases. Further, the value of the degree of risk becomes smaller as the center of gravity of the moving body MV is lower, and is smaller when the center of gravity before and after the moving body MV is "center" than when it is "front" or "rear". Become. Then, if the calculated risk value is less than the first threshold value T1, it is determined not to go off course, and if the calculated risk value is larger than the second threshold value T2 (T2> T1), it is determined to go off course. .. Further, when the calculated risk value is equal to or higher than the first threshold value T1 and equal to or lower than the second threshold value T2, it is determined whether or not to go out of the course by lottery using a random number generating means, a lottery table, or the like. .. In this case, the lottery probability is changed so that the larger the calculated risk value, the higher the probability of being determined to go off course. When it is determined that the mobile MV is out of the course, the information that identifies the mobile MV that has gone out of the course and the place where the course out occurs (what lap and what number of course section CE the course out occurs in) is simulated. As a result.
 また、レースのシミュレーションでは、移動体MVに作用する遠心力と移動体MVの安定性340に加えて、移動体MVが通過しているコース区間CEに関連する付加要素に基づいて、移動体MVがコースアウトするか否かを判定してもよい。例えば、移動体MVが「ジャンプ台」のコース区間CEを通過する際に、遠心力と安定性340とに基づきコースアウトしないと判定した場合であっても、移動体MVの速度vが所定の速度以上である場合には、コースアウトすると判定してもよい。また、移動体MVが「ループチェンジャー」のコース区間CEを通過する際に、遠心力と安定性340とに基づきコースアウトしないと判定した場合であっても、移動体MVの速度vが所定の速度以下である場合には、コースアウトすると判定してもよい。また、移動体MVが通過しているコース区間CEに関連する付加要素に基づいて、移動体MVがコースアウトする確率を変更してもよい。例えば、移動体MVに作用する遠心力と移動体MVの安定性340とに基づき算出した危険度の値が第1の閾値T1以上であって第2の閾値T2以下であるとき、移動体MVが「ジャンプ台」や「ループチェンジャー」といった特定のコース区間CEを通過している場合には、移動体MVがコースアウトすると決定される確率が高くなるように抽選確率を変更してもよいし、「ジャンプ台」を通過している移動体MVの速度が所定の速度以上である場合や、「ループチェンジャー」を通過している移動体MVの速度が所定の速度以下である場合に、移動体MVがコースアウトすると決定される確率が100%になるようにしてもよい。 Also, in the race simulation, the mobile MV is based on the centrifugal force acting on the mobile MV and the stability of the mobile MV 340, as well as additional factors related to the course section CE through which the mobile MV is passing. May decide whether or not to go off course. For example, when the moving body MV passes through the course section CE of the "jump table", even if it is determined that the moving body MV does not go off the course based on the centrifugal force and the stability 340, the speed v of the moving body MV is a predetermined speed. If the above is the case, it may be determined that the vehicle is out of the course. Further, even if it is determined that the moving body MV does not go out of the course based on the centrifugal force and the stability 340 when passing through the course section CE of the "loop changer", the speed v of the moving body MV is a predetermined speed. In the following cases, it may be determined that the vehicle is out of the course. Further, the probability that the mobile MV goes off the course may be changed based on the additional element related to the course section CE through which the mobile MV is passing. For example, when the value of the degree of risk calculated based on the centrifugal force acting on the moving body MV and the stability 340 of the moving body MV is equal to or higher than the first threshold value T1 and equal to or lower than the second threshold value T2, the moving body MV If is passing through a specific course section CE such as "jump stand" or "loop changer", the lottery probability may be changed so that the probability that the mobile MV will be decided to go off course is high. When the speed of the moving body MV passing through the "jump table" is equal to or higher than the predetermined speed, or when the speed of the moving body MV passing through the "loop changer" is equal to or lower than the predetermined speed, the moving body The probability that the MV will be determined to go off course may be 100%.
 また、レースのシミュレーションでは、移動体MVがジャンプして着地する挙動を計算する。例えば、移動体MVが「ジャンプ台」や「下り坂」のコース区間CEを通過する場合に、移動体MVの速度vと安定性340(重さ、重心)とに基づいて、移動体MVがジャンプするときの射出角度と着地位置を算出する。ジャンプの射出角度は、移動体MVの前後の重心が「前」である場合の方が「中央」や「後ろ」である場合よりも小さくなる。また、ジャンプの着地位置は、移動体MVの速度vが大きいほど遠くなり、移動体MVの重さが大きいほど近くなる。 Also, in the race simulation, the behavior of the moving body MV jumping and landing is calculated. For example, when the moving body MV passes through the course section CE of the "jumping platform" or the "downhill", the moving body MV changes based on the speed v and the stability 340 (weight, center of gravity) of the moving body MV. Calculate the injection angle and landing position when jumping. The injection angle of the jump is smaller when the center of gravity before and after the moving body MV is "front" than when it is "center" or "rear". Further, the landing position of the jump becomes farther as the speed v of the moving body MV increases, and becomes closer as the weight of the moving body MV increases.
 なお、移動体MVの速度330及び安定性340は、レースの開始ごとに変動する場合がある。例えば、移動体MVのコンディションを示すコンディション情報が各移動体MVに設定されており、各移動体のコンディションがレースの開始ごとにランダムに変動し、当該コンディションの良悪に応じて、レースにおける各移動体MVの速度330や安定性340を設定するようにしてもよい。また、プレーヤが潤滑油等のメンテンナンス用のアイテムを使用(消費)した場合に、当該プレーヤの移動体MVのコンディションを向上させるようにしてもよい。 The speed 330 and stability 340 of the mobile MV may fluctuate with each start of the race. For example, condition information indicating the condition of the moving body MV is set for each moving body MV, the condition of each moving body changes randomly at the start of the race, and each of the conditions in the race is changed according to the quality of the condition. The speed 330 and stability 340 of the mobile MV may be set. Further, when the player uses (consumes) an item for maintenance such as lubricating oil, the condition of the moving body MV of the player may be improved.
 また、レースのシミュレーションでは、レースの進捗状況に応じて、各移動体の安定性340(安定性、耐久力)を減少方向に変化させる。より詳細には、移動体MVの走行内容(走行距離や走行時間、通過したコース区間CEの形状や属性)に応じて当該移動体の耐久力を減少させる。例えば、移動体MVの走行距離や走行時間が長くなるほど、当該移動体MVの耐久力が減少するようにしてもよいし、移動体MVが、特定の形状のコース区間CE(コーナー、ジャンプ台、ループチェンジャー等、移動体MVに負荷のかかりやすいコース区間CE)や、コンディションの悪い(破損度合いや凸凹度合いが大きい)コース区間CEや、コース区間CE間の境界(接続部)を通過する度に、当該移動体MVの耐久力が減少するようにしてもよい。そして、移動体MVの耐久力が減少するに伴って当該移動体MVの安定性も減少する。このようにすると、レースが進んでいくに従って移動体MVの安定性が減少していき、移動体MVのコースアウトが発生し易くなるといった事象を適切に再現することができる。なお、移動体MVの走行内容に応じて当該移動体MVを構成する一部のパーツが走行中に脱落し、これに応じて当該移動体の耐久力や安定性が減少するようにしてもよい。また、レースの進捗状況に応じて、コース区間CEの属性(コンディション)を悪化する方向に変化させるようにしてもよい。例えば、移動体MVがコース区間CEを通過する回数が多くなるほど、当該コース区間CEのコンディションが悪化する(劣化による形状変化や破損度合い、凸凹度合いが大きくなる)ようにしてもよい。このようにすると、レースが進んでいくに従ってコース区間のコンディションが悪化していき、これにより移動体MVの安定性が減少していき、移動体MVのコースアウトが発生し易くなるといった事象を適切に再現することができる。 Also, in the race simulation, the stability 340 (stability, durability) of each moving body is changed in the decreasing direction according to the progress of the race. More specifically, the durability of the moving body is reduced according to the traveling content (mileage, traveling time, shape and attribute of the course section CE passed) of the moving body MV. For example, as the traveling distance and traveling time of the moving body MV become longer, the durability of the moving body MV may be reduced, or the moving body MV may have a specific shape of a course section CE (corner, jump table, etc.). Every time it passes through the course section CE, such as a loop changer, where the load is likely to be applied to the moving body MV), the course section CE in poor condition (the degree of damage and unevenness is large), and the boundary (connection) between the course section CEs. , The durability of the moving body MV may be reduced. Then, as the durability of the moving body MV decreases, the stability of the moving body MV also decreases. By doing so, it is possible to appropriately reproduce the phenomenon that the stability of the moving body MV decreases as the race progresses and the moving body MV is likely to go off course. Depending on the traveling content of the moving body MV, some parts constituting the moving body MV may fall off during traveling, and the durability and stability of the moving body may be reduced accordingly. .. Further, the attribute (condition) of the course section CE may be changed in a direction of deteriorating according to the progress of the race. For example, as the number of times the moving body MV passes through the course section CE increases, the condition of the course section CE may deteriorate (the shape change due to deterioration, the degree of breakage, and the degree of unevenness increase). In this way, the condition of the course section deteriorates as the race progresses, which reduces the stability of the mobile MV and makes it easier for the mobile MV to go out of the course. It can be reproduced.
 レースのシミュレーションが終了すると、サーバ20は、当該レースに参加した各プレーヤの端末10に対して、シミュレーション結果(各移動体MVのパーツ特定情報320、コースCSのコース区間特定情報420、各移動体MVの各計算ポイントの通過タイム、ゴールタイム、ゴール着順、コースアウトに関連する情報(コースアウトした移動体MV、コースアウトの発生場所)、ジャンプに関連する情報(ジャンプした移動体MV、ジャンプの発生場所、ジャンプの射出角度と着地位置)など)を送信する。 When the simulation of the race is completed, the server 20 sends the simulation results (part identification information 320 of each moving body MV, course section specific information 420 of the course CS, each moving body) to the terminal 10 of each player who participated in the race. Passing time, goal time, goal arrival order, information related to course out (moving body MV out of course, place of occurrence of course out), information related to jump (moving body MV jumped, place of occurrence of jump) of each calculation point of MV , Jump ejection angle and landing position) etc.).
 シミュレーション結果を受信した端末10(再生部110)は、受信したシミュレーション結果に基づいて、レースを再現する再現画像(再現映像)を生成して再生する。再現画像の生成・再生においては、パーツ特定情報320で特定される各移動体MVと、コース区間特定情報420で特定されるコースCSとを仮想空間内に配置し、各移動体MVの各計算ポイントの通過タイムやコースアウトに関する情報、ジャンプに関する情報に基づいて、各移動体MVの移動情報(位置、回転角度等)を算出するとともに、仮想空間内の仮想カメラから見える画像を生成して表示部190に出力する処理を、1フレーム(1/60秒)ごとに繰り返す。なお、移動体MVのコースアウトが発生する場合には、コースアウトが発生するコース区間CEの形状や、コースアウト発生時の移動体MVの速度v等に応じて、移動体MVがコースアウトするモーションを生成(或いは選択)し、生成したモーションに応じて当該移動体MVの移動情報を算出する。また、移動体MVのジャンプが発生する場合には、ジャンプが発生するコース区間CEの形状や、ジャンプの射出角度と着地位置等に応じて、移動体MVがジャンプするモーションを生成し、生成したモーションに応じて当該移動体MVの移動情報を算出する。これらの処理により、各移動体MVが、シミュレーション結果に従って、コースCSに沿って走行し、コースアウトやジャンプする再現画像が再生される。なお、再生部110は、再現画像を再生する端末10のプレーヤの移動体MVが再生画像に常時映り込むように、当該移動体MVの移動に合わせて仮想カメラを移動させたり、当該移動体MVの走行位置に応じて複数の仮想カメラを切り替えたりする制御を行う。 The terminal 10 (reproduction unit 110) that has received the simulation result generates and reproduces a reproduction image (reproduction video) that reproduces the race based on the received simulation result. In the generation / reproduction of the reproduced image, each moving body MV specified by the part specific information 320 and the course CS specified by the course section specific information 420 are arranged in the virtual space, and each calculation of each moving body MV is performed. Based on the point passage time, course out information, and jump information, the movement information (position, rotation angle, etc.) of each moving body MV is calculated, and an image that can be seen from the virtual camera in the virtual space is generated and displayed. The process of outputting to 190 is repeated every frame (1/60 second). When the course-out of the moving body MV occurs, a motion of the moving body MV going out of the course is generated according to the shape of the course section CE where the course-out occurs, the speed v of the moving body MV at the time of the course-out, etc. ( Or select), and calculate the movement information of the moving body MV according to the generated motion. Further, when a jump of the moving body MV occurs, a motion of the moving body MV jumping is generated and generated according to the shape of the course section CE where the jump occurs, the injection angle and the landing position of the jump, and the like. The movement information of the moving body MV is calculated according to the motion. By these processes, each moving body MV travels along the course CS according to the simulation result, and a reproduced image of going out of the course or jumping is reproduced. In addition, the reproduction unit 110 moves the virtual camera according to the movement of the moving body MV so that the moving body MV of the player of the terminal 10 that reproduces the reproduced image is always reflected in the reproduced image, or the moving body MV. Controls to switch between a plurality of virtual cameras according to the traveling position of the camera.
 また、再生部110は、シミュレーション結果においてコースアウトが発生する場合に、コースアウトのシーンを印象付けるための演出を行う。例えば、当該演出として、コースアウト発生前後において、コースアウトが発生するコース区間CEを俯瞰する仮想カメラに切り替えて再現画像を生成することで、移動体MVがコースアウトする様子を再現画像で把握し易くするようにしてもよい。また、当該演出として、移動体MVがコースアウトする直前において、当該移動体MVをズームアップ等するように仮想カメラのカメラワーク(位置、向き、画角等)を制御したり、再生している音楽を切り替えたり、当該移動体MVに関連付けて所定のエフェクト画像を表示させたりすることで、コースアウトの危険性が迫っていることをプレーヤが把握し易くするようにしてもよい。 In addition, the reproduction unit 110 performs an effect for impressing the course-out scene when the course-out occurs in the simulation result. For example, as the effect, before and after the course out occurs, by switching to a virtual camera that overlooks the course section CE where the course out occurs and generating a reproduced image, it is easy to grasp how the moving body MV goes out of the course in the reproduced image. It may be. In addition, as the effect, just before the moving body MV goes out of the course, the camera work (position, orientation, angle of view, etc.) of the virtual camera is controlled so as to zoom up the moving body MV, or the music being played. By switching the above and displaying a predetermined effect image in association with the moving body MV, it may be easier for the player to grasp that the danger of going out of the course is imminent.
 本実施形態によれば、移動体MVの速度及び安定性とコースCSを構成する複数のコース区間CEそれぞれの形状を管理しておき、レースをシミュレーションする際に、移動体MVがコース区間CEを通過するごとに、当該移動体MVの速度vと当該コース区間CEの形状とに基づく遠心力と、当該移動体MVの安定性とに基づいて、当該移動体MVがコースアウトするか否かを判断することで、移動体MVがコースCSに沿って自動的に走行してレースを行うゲームにおいて移動体MVのコースアウトを適切に再現することができる。また、本実施形態では、移動体MVの速度と安定性は、当該移動体MVを構成する複数のパーツに応じて設定され、プレーヤは、移動体MVを構成するパーツを変更したり強化したりしてカスタマイズすることができる。従って、エントリーしようとするコースCSの構成(どの形状のコース区間CEがどのように組み合わされてコースCSが構成されているか)を基に、どのように移動体MVをカスタマイズすれば移動体MVがコースアウトしないかを考える楽しさをプレーヤに与えることができ、ゲームの興趣性を高めることができる。例えば、エントリーしようとするコースCSが、「コーナー」や「ジャンプ台」を多く含み、コースアウトが発生し易いコースCSである場合には、移動体MVの安定性を重視して移動体MVの各部のパーツを設定し、エントリーしようとするコースCSが、連続する「ストレート」を多く含み、コースアウトが発生し難く高速走行が可能なコースCSである場合には、移動体MVの速度を重視して移動体MVの各部のパーツを設定するといったカスタマイズを楽しむことができる。 According to the present embodiment, the speed and stability of the moving body MV and the shape of each of the plurality of course section CEs constituting the course CS are managed, and when the race is simulated, the moving body MV performs the course section CE. Each time it passes, it is determined whether or not the moving body MV goes off course based on the centrifugal force based on the speed v of the moving body MV and the shape of the course section CE and the stability of the moving body MV. By doing so, it is possible to appropriately reproduce the course-out of the mobile MV in the game in which the mobile MV automatically runs along the course CS and races. Further, in the present embodiment, the speed and stability of the moving body MV are set according to a plurality of parts constituting the moving body MV, and the player may change or strengthen the parts constituting the moving body MV. Can be customized. Therefore, if the mobile MV is customized based on the configuration of the course CS to be entered (what shape of the course section CE is combined and how the course CS is formed), the mobile MV can be obtained. It is possible to give the player the joy of thinking about whether or not to go off course, and to enhance the fun of the game. For example, if the course CS to be entered includes many "corners" and "jumping platforms" and the course CS is likely to cause course out, each part of the mobile MV emphasizes the stability of the mobile MV. If the course CS that you are trying to enter by setting the parts of is a course CS that contains many continuous "straights", is unlikely to go out of the course, and can run at high speed, emphasize the speed of the moving body MV. You can enjoy customization such as setting the parts of each part of the mobile MV.
 なお、プレーヤは、端末10において、自身の移動体MVがコースCSを走行するレースの再現画像を見ることができるが、更に、再現画像の再生中に所定入力を行うことで、レース内容に介入できる(レース内容にプレーヤ操作を介在させる)ようにしてもよい。例えば、プレーヤによって、再現画像が再生されているゲーム画面に表示された所定のボタンを押す操作が行われた場合や、所定のアイテムを消費する操作が行われた場合に、レース中の当該プレーヤの移動体MVを加速させたり、当該移動体MVの安定性を増加させたりする。 The player can see the reproduced image of the race in which the moving body MV runs on the course CS on the terminal 10, but further, by performing a predetermined input during the reproduction of the reproduced image, the player intervenes in the race content. It may be possible (player operation is intervened in the race content). For example, when the player presses a predetermined button displayed on the game screen on which the reproduced image is being played, or when an operation that consumes a predetermined item is performed, the player during the race is in effect. It accelerates the moving body MV of the moving body MV and increases the stability of the moving body MV.
 再現画像の再生中にプレーヤの所定入力が行われる場合の動作シーケンスについて図9を用いて説明する。図9に示すように、端末10においてレース開始を指示する入力が行われると、サーバ20において、レース(レース開始から終了まで)のシミュレーションを計算し、シミュレーション結果を端末10に送信する。端末10では、サーバ20から受信したシミュレーション結果に基づく再現画像の生成・再生を開始する。端末10において、再現画像の再生中にプレーヤによって所定入力が行われると、サーバ20において、当該所定入力に基づいて、レース内時間において当該所定入力のあった時点後のレースのシミュレーションを再計算する(再シミュレーションする)。例えば、再現画像の再生開始(レース開始)から1分0秒が経過した時点でプレーヤによって所定入力が行われた場合、レース開始から1分0秒経過した時点の当該プレーヤの移動体MVを加速させて、レース開始から1分0秒経過した時点後のレースを再シミュレーションする。ここで、再シミュレーションの計算にかかる時間や通信遅延による遅延時間を考慮して、再シミュレーションの開始時点を決定する。例えば、レース開始から1分0秒が経過した時点で所定入力が行われ、当該遅延時間が1秒であるとすると、レース開始から1分1秒経過した時点以降のレースを再シミュレーションする。端末10では、サーバ20から再シミュレーション結果を受信した時点から、当該再シミュレーション結果に基づく再現画像の生成・再生を開始する(再生中の再現映像を、再シミュレーション結果に基づく再現画像に差し替える)。例えば、レース開始から1分0秒が経過した時点で所定入力が行われた場合、レース開始から1分1秒経過するまでは最初のシミュレーション結果に基づく再現画像を再生し、再シミュレーション結果を受信した時点(レース開始から1分1秒経過した時点)からは再シミュレーション結果に基づく再現画像を再生する。このように、プレーヤは所定入力を行った後に、それ以降の(所定入力による影響を受けた)レース内容を確認することができる。 The operation sequence when a predetermined input of the player is performed during the reproduction of the reproduced image will be described with reference to FIG. As shown in FIG. 9, when the terminal 10 receives an input instructing the start of the race, the server 20 calculates a simulation of the race (from the start to the end of the race) and transmits the simulation result to the terminal 10. The terminal 10 starts generating and reproducing a reproduced image based on the simulation result received from the server 20. When a predetermined input is made by the player during reproduction of the reproduced image on the terminal 10, the server 20 recalculates the simulation of the race after the time when the predetermined input is made in the in-race time based on the predetermined input. (Resimulate). For example, if a predetermined input is made by the player when 1 minute and 0 seconds have passed from the start of reproduction of the reproduced image (start of the race), the moving body MV of the player when 1 minute and 0 seconds have passed from the start of the race is accelerated. Then, the race is re-simulated after 1 minute and 0 seconds have passed from the start of the race. Here, the start time of the re-simulation is determined in consideration of the time required for the calculation of the re-simulation and the delay time due to the communication delay. For example, assuming that a predetermined input is made when 1 minute and 0 seconds have passed from the start of the race and the delay time is 1 second, the race after 1 minute and 1 second has passed from the start of the race is re-simulated. The terminal 10 starts generating and reproducing a reproduced image based on the re-simulation result from the time when the re-simulation result is received from the server 20 (replaces the reproduced image being reproduced with the reproduced image based on the re-simulation result). For example, if a predetermined input is made when 1 minute and 0 seconds have passed from the start of the race, the reproduced image based on the first simulation result is reproduced and the re-simulation result is received until 1 minute and 1 second has passed from the start of the race. From that point (when 1 minute and 1 second has passed from the start of the race), the reproduced image based on the re-simulation result is reproduced. In this way, the player can confirm the content of the race (affected by the predetermined input) after the predetermined input is performed.
 なお、再現画像の再生中のプレーヤの所定入力によってもレース内容が変わらない場合には、再シミュレーションは行われない。例えば、再現画像再生中のプレーヤの所定入力が当該プレーヤの移動体MVがコースアウトする直前に行われたため、当該所定入力に基づく再シミュレーションが行われても当該移動体MVがコースアウトする結果が変わらない場合には、当該再シミュレーションを行わない。例えば、プレーヤの所定入力が行われた時点から当該プレーヤの移動体MVがコースアウトするまでの時間が所定時間よりも短い場合には、再シミュレーションを行わないと判断してもよい。 Note that if the race content does not change even with the predetermined input of the player during playback of the reproduced image, re-simulation will not be performed. For example, since the predetermined input of the player during reproduction of the reproduced image is performed immediately before the moving body MV of the player goes out of the course, the result of the moving body MV going out of the course does not change even if the re-simulation based on the predetermined input is performed. In that case, the re-simulation is not performed. For example, if the time from the time when the player's predetermined input is made to the time when the player's moving body MV goes off course is shorter than the predetermined time, it may be determined that the re-simulation is not performed.
 3.処理
 次に、本実施形態のゲームシステム(サーバ20)の処理の一例について図10のフローチャートを用いて説明する。
3. 3. Processing Next, an example of processing of the game system (server 20) of the present embodiment will be described with reference to the flowchart of FIG.
 まず、移動体情報管理部210は、端末10から、プレーヤが保有する移動体MVをカスタマイズする(パーツを交換、強化、改造する)操作が行われた旨の情報を受信したか否かを判断し(ステップS10)、当該情報を受信した場合(ステップS10のY)には、当該操作に応じて、当該端末10のプレーヤに関連付けられた移動体情報300を更新する(ステップS11)。すなわち、当該操作に応じて、当該プレーヤの移動体MVのパーツ特定情報320を更新し、更新後のパーツ特定情報320に応じて、当該移動体MVの速度330及び安定性340を更新する。 First, the mobile information management unit 210 determines whether or not the terminal 10 has received information indicating that the operation of customizing the mobile MV owned by the player (replacement, strengthening, or modification of parts) has been performed. Then (step S10), when the information is received (Y in step S10), the mobile information 300 associated with the player of the terminal 10 is updated according to the operation (step S11). That is, the part identification information 320 of the moving body MV of the player is updated according to the operation, and the speed 330 and the stability 340 of the moving body MV are updated according to the updated part identification information 320.
 次に、制御部214は、端末10から、レースにエントリーする操作が行われた旨の情報を受信したか否かを判断し(ステップS12)、当該情報を受信した場合(ステップS12のY)には、当該端末10のプレーヤの移動体MVを、当該情報で特定されるレースにエントリーさせる処理を行う(ステップS13)。プレーヤがエントリーしたレースのエントリー数が所定数に達した場合には、当該プレーヤの端末10に対してその旨の通知がなされる。 Next, the control unit 214 determines whether or not the information indicating that the operation to enter the race has been performed has been received from the terminal 10 (step S12), and when the information is received (Y in step S12). Is a process of entering the mobile MV of the player of the terminal 10 into the race specified by the information (step S13). When the number of entries in the race entered by the player reaches a predetermined number, the terminal 10 of the player is notified to that effect.
 次に、制御部214は、端末10から、レースの開始を指示する操作が行われた旨の情報を受信したか否かを判断し(ステップS14)、当該情報を受信した場合(ステップS14のY)には、当該レースに参加する各プレーヤに関連付けられた移動体情報300と、当該レースのコースCSに関連付けられたコース区間情報400とに基づいて、当該コースCSを当該各プレーヤの移動体MVが走行するレースのシミュレーションを計算し(ステップS15)、計算結果(シミュレーション結果)を当該各プレーヤの端末10に送信する(ステップS16)。 Next, the control unit 214 determines whether or not the information indicating that the operation for instructing the start of the race has been performed has been received from the terminal 10 (step S14), and when the information is received (step S14). In Y), based on the moving body information 300 associated with each player participating in the race and the course section information 400 associated with the course CS of the race, the course CS is used as the moving body of each player. A simulation of the race in which the MV runs is calculated (step S15), and the calculation result (simulation result) is transmitted to the terminal 10 of each player (step S16).
 次に、制御部214は、端末10から、再生画像の再生中に所定入力(所定ボタンの操作や所定アイテムの使用)が行われた旨の情報を受信したか否かを判断し(ステップS17)、当該情報を受信した場合(ステップS17のY)には、当該所定入力に基づいて、当該所定入力があった時点後のレースのシミュレーションを再計算し(ステップS18)、再計算結果(再シミュレーション結果)を当該レースに参加する各プレーヤの端末10に送信する(ステップS19)。次に、端末10から、再生画像の再生が終了した旨の情報を受信したか否かを判断し(ステップS20)、当該情報を受信していない場合(ステップS20のN)には、ステップS17に移行する。当該情報を受信した場合(ステップS20のY)には、レース結果(ゴール着順)に応じてプレーヤに報酬(パーツやアイテム等のゲーム媒体、ゲーム内通貨)を付与する(ステップS21)。次に、処理部200は、処理を継続するか否かを判断し(ステップS22)、処理を継続する場合(ステップS22のY)には、ステップS10に移行する。 Next, the control unit 214 determines whether or not the terminal 10 has received information indicating that a predetermined input (operation of a predetermined button or use of a predetermined item) has been performed during playback of the reproduced image (step S17). ), When the information is received (Y in step S17), the simulation of the race after the time when the predetermined input is received is recalculated based on the predetermined input (step S18), and the recalculation result (recalculation). The simulation result) is transmitted to the terminal 10 of each player participating in the race (step S19). Next, it is determined whether or not the information indicating that the reproduction of the reproduced image is completed is received from the terminal 10 (step S20), and if the information is not received (N in step S20), step S17. Move to. When the information is received (Y in step S20), a reward (game medium such as parts and items, in-game currency) is given to the player according to the race result (goal arrival order) (step S21). Next, the processing unit 200 determines whether or not to continue the processing (step S22), and if the processing is continued (Y in step S22), the process proceeds to step S10.
 次に、シミュレーション計算(図10のステップS15)の処理の一例について、図11のフローチャートを用いて説明する。 Next, an example of the processing of the simulation calculation (step S15 in FIG. 10) will be described with reference to the flowchart of FIG.
 まず、制御部214は、変数mに1をセットし(ステップS30)、変数nに1をセットする(ステップS31)。変数mは、移動体MVの周回数を示し、変数nは、コースCSを構成するコース区間CEの番号(スタート地点Sから進行方向への接続順)を示す。 First, the control unit 214 sets the variable m to 1 (step S30) and sets the variable n to 1 (step S31). The variable m indicates the number of laps of the moving body MV, and the variable n indicates the number of the course section CE constituting the course CS (connection order from the start point S in the traveling direction).
 次に、制御部214は、移動体MVの速度330(最高速度、加速性)と、m周目n-1番目のコース区間CEの形状と、移動体MVがm周目n-1番目のコース区間CEに侵入するときの速度v(前回計算した速度v)とに基づいて、移動体MVがm周目n番目のコース区間CEに侵入するときの速度vを算出する(ステップS32)。なお、m=1、n=1であるとき(レース開始時)は、移動体MVの速度330に基づいて或いはランダムに決定した移動体MVの初速を、速度vとする。また、m≠1、n=1であるときは、移動体MVの速度330と、m-1周目N番目のコース区間CEの形状と、移動体MVがm-1周目N番目のコース区間CEに侵入するときの速度v(前回計算した速度v)とに基づいて、移動体MVがm周目1番目のコース区間CEに侵入するときの速度vを算出する。次に、制御部214は、算出した速度vに基づいて、移動体MVがm周目n番目のコース区間CE(計算ポイント)を通過するときの通過タイムを算出し、シミュレーション結果に格納する(ステップS33)。 Next, the control unit 214 has the speed 330 (maximum speed, acceleration) of the moving body MV, the shape of the course section CE on the mth lap n-1st, and the moving body MV on the mth lap n-1st. Based on the speed v when invading the course section CE (speed v calculated last time), the speed v when the moving body MV invades the nth course section CE on the mth lap is calculated (step S32). When m = 1 and n = 1 (at the start of the race), the initial speed of the moving body MV determined based on or randomly determined by the speed 330 of the moving body MV is defined as the speed v. When m ≠ 1, n = 1, the speed 330 of the moving body MV, the shape of the Nth course section CE on the m-1st lap, and the Nth course of the moving body MV on the m-1st lap. Based on the speed v when entering the section CE (the speed v calculated last time), the speed v when the moving body MV invades the first course section CE on the mth lap is calculated. Next, the control unit 214 calculates the passing time when the moving body MV passes through the nth course section CE (calculation point) on the mth lap based on the calculated speed v, and stores it in the simulation result ( Step S33).
 次に、判断部216は、算出した速度vとm周目n番目のコース区間CEの形状とに基づいて、移動体MVがm周目n番目のコース区間CEを通過するときに移動体MVに作用する遠心力を算出し(ステップS34)、算出した遠心力と移動体MVの安定性340(安定性、重心)とに基づいて、コースアウトの危険度rを算出する(ステップS35)。次に、判断部216は、算出した危険度rが第1の閾値T1以上であるか否かを判断し(ステップS36)、危険度rが第1の閾値T1以上である場合(ステップS36のY)には、危険度rが第2の閾値T2より大であるか否かを判断する(ステップS37)。危険度rが第1の閾値T1以上であり第2の閾値T2以下である場合(ステップS37のN)には、判断部216は、危険度rの値が大きいほど当選確率が高くなる抽選処理を行う(ステップS38)。危険度rが第2の閾値T2より大である場合(ステップS37のY)、抽選処理で当選した場合(ステップS39のY)には、判断部216は、m周目n番目のコース区間CEでコースアウトが発生することを示すフラグを設定し、シミュレーション結果に格納する(ステップS40)。危険度rが第1の閾値T1未満である場合(ステップS36のN)、抽選処理で当選しなかった場合(ステップS39のN)には、コースアウトのフラグを設定せずにステップS41に移行する。 Next, the determination unit 216 determines that the moving body MV passes through the nth course section CE on the mth lap based on the calculated velocity v and the shape of the nth course section CE on the mth lap. The centrifugal force acting on the vehicle is calculated (step S34), and the risk level r of course out is calculated based on the calculated centrifugal force and the stability 340 (stability, center of gravity) of the moving body MV (step S35). Next, the determination unit 216 determines whether or not the calculated risk level r is equal to or higher than the first threshold value T1 (step S36), and when the risk level r is equal to or higher than the first threshold value T1 (step S36). In Y), it is determined whether or not the risk level r is larger than the second threshold value T2 (step S37). When the risk level r is equal to or higher than the first threshold value T1 and equal to or lower than the second threshold value T2 (N in step S37), the determination unit 216 performs a lottery process in which the larger the value of the risk level r, the higher the winning probability. (Step S38). When the risk level r is larger than the second threshold value T2 (Y in step S37) and the lottery process is won (Y in step S39), the determination unit 216 determines the nth course section CE on the m lap. A flag indicating that a course-out will occur is set and stored in the simulation result (step S40). If the risk level r is less than the first threshold value T1 (N in step S36) and the lottery process is not won (N in step S39), the process proceeds to step S41 without setting the course-out flag. ..
 次に、制御部214は、移動体MVの安定性340(耐久力、安定性)を減少させる(ステップS41)。ここで、m周目n番目のコース区間CEのコンディションに応じて移動体MVの安定性340の減少量を変化させ、当該コンディションが悪いほど当該減少量が大きくなるようにしてもよい。 Next, the control unit 214 reduces the stability 340 (durability, stability) of the moving body MV (step S41). Here, the amount of decrease in the stability 340 of the moving body MV may be changed according to the condition of the nth course section CE on the mth lap, and the amount of decrease may be increased as the condition is worse.
 次に制御部214は、変数nがNに達した(移動体MVがコースCSを1周した)か否かを判断し(ステップS42)、変数nがNに達していない場合(ステップS42のN)には、変数nに1を加算して(ステップS43)、ステップS32に移行する。変数nがNに達した場合(ステップS42のY)には、制御部214は、変数mがMに達した(移動体MVがコースCSをM周してゴールした)か否かを判断し(ステップS44)、変数mがMに達していない場合(ステップS44のN)には、変数mに1を加算して(ステップS45)、ステップS31に移行する。以降、移動体MVがコースCSをM周するまで、ステップS31以下の処理を繰り返す。以上の処理を、レースに参加する移動体MVごとに行い、全ての移動体MVがゴールした場合に、各移動体MVのゴールタイム(M周目N番目のコース区間CEの通過タイム)に基づきゴール着順を算出し、シミュレーション結果に格納する。 Next, the control unit 214 determines whether or not the variable n has reached N (the mobile MV has made one round of the course CS) (step S42), and when the variable n has not reached N (step S42). In N), 1 is added to the variable n (step S43), and the process proceeds to step S32. When the variable n reaches N (Y in step S42), the control unit 214 determines whether or not the variable m has reached M (the moving body MV goes around the course CS M and finishes). (Step S44) If the variable m has not reached M (N in step S44), 1 is added to the variable m (step S45), and the process proceeds to step S31. After that, the process of step S31 or less is repeated until the moving body MV makes M rounds of the course CS. The above processing is performed for each mobile MV participating in the race, and when all the mobile MVs reach the goal, based on the goal time of each mobile MV (passing time of the Nth course section CE on the M lap). Calculate the goal arrival order and store it in the simulation result.
 本発明は、上記実施形態で説明したものに限らず、種々の変形実施が可能である。例えば、明細書又は図面中の記載において広義や同義な用語として引用された用語は、明細書又は図面中の他の記載においても広義や同義な用語に置き換えることができる。 The present invention is not limited to the one described in the above embodiment, and various modifications can be made. For example, a term cited as a broad or synonymous term in a description in a specification or drawing can be replaced with a broad or synonymous term in another description in the specification or drawing.
 例えば、上記実施例では、本発明を、移動体を自動的にコースに沿って移動させてレースを行うゲームに適用する場合について説明したが、本発明はこれに限られない。本発明は、プレーヤの操作入力に基づき移動体の動きを制御してレースを行うゲームに適用することもできる。 For example, in the above embodiment, the case where the present invention is applied to a game in which a moving body is automatically moved along a course to perform a race has been described, but the present invention is not limited to this. The present invention can also be applied to a game in which the movement of a moving body is controlled based on a player's operation input to perform a race.
10…端末、20…サーバ、100…処理部、110…再生部、120…画像生成部、130…音生成部、150…入力部、170…記憶部、190…表示部、192…音出力部、196…通信部、200…処理部、210…移動体情報管理部、212…コース区間情報管理部、214…制御部、216…判断部、270…記憶部、272…格納部、296…通信部 10 ... Terminal, 20 ... Server, 100 ... Processing unit, 110 ... Playback unit, 120 ... Image generation unit, 130 ... Sound generation unit, 150 ... Input unit, 170 ... Storage unit, 190 ... Display unit, 192 ... Sound output unit , 196 ... Communication unit, 200 ... Processing unit, 210 ... Mobile information management unit, 212 ... Course section information management unit, 214 ... Control unit, 216 ... Judgment unit, 270 ... Storage unit, 272 ... Storage unit, 296 ... Communication Department

Claims (16)

  1.  仮想空間内のコースを移動体が走行してレースを行うためのゲームシステムであって、
     前記移動体の速度と前記移動体の安定性に関する移動体情報を管理する移動体情報管理部と、
     前記コースを構成する複数のコース区間それぞれの形状に関するコース区間情報を管理するコース区間情報管理部と、
     前記移動体情報と前記コース区間情報とに基づいて、前記仮想空間における前記移動体の動きを制御する制御部と、
     前記移動体が前記コース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断する判断部とを含み、
     前記制御部は、
     前記判断部によって前記移動体がコースアウトすると判断された場合に、当該移動体を前記コースからコースアウトさせることを特徴とするゲームシステム。
    It is a game system for moving objects to run and race on the course in virtual space.
    A mobile information management unit that manages mobile information related to the speed of the moving body and the stability of the moving body.
    A course section information management unit that manages course section information related to the shape of each of a plurality of course sections constituting the course, and a course section information management unit.
    A control unit that controls the movement of the moving body in the virtual space based on the moving body information and the course section information.
    Each time the moving body passes through the course section, the moving body goes out of the course based on the centrifugal force calculated based on the speed of the moving body and the shape of the course section, and the stability of the moving body. Including a judgment unit that decides whether or not to do
    The control unit
    A game system characterized in that, when the determination unit determines that the moving body is off course, the moving body is taken off course from the course.
  2.  請求項1において、
     前記判断部は、
     前記遠心力と前記移動体の安定性との関係に応じて、当該移動体がコースアウトする確率を変更して、当該移動体がコースアウトするか否かを判断することを特徴とするゲームシステム。
    In claim 1,
    The judgment unit
    A game system characterized in that the probability that the moving body goes off course is changed according to the relationship between the centrifugal force and the stability of the moving body, and it is determined whether or not the moving body goes off course.
  3.  請求項1又は2において、
     前記制御部は、
     前記移動体を自動的に前記コースに沿って移動させることを特徴とするゲームシステム。
    In claim 1 or 2,
    The control unit
    A game system characterized in that the moving body is automatically moved along the course.
  4.  請求項3において、
     前記制御部は、
     前記移動体情報と前記コース区間情報とに基づいて、前記コースを前記移動体が走行するレースをシミュレーションすることを特徴とするゲームシステム。
    In claim 3,
    The control unit
    A game system characterized by simulating a race in which a moving body travels on the course based on the moving body information and the course section information.
  5.  請求項4において、
     前記制御部によるシミュレーション結果に基づいて、前記レースを再現する再現画像を生成して再生する再生部を更に含むことを特徴とするゲームシステム。
    In claim 4,
    A game system further including a reproduction unit that generates and reproduces a reproduced image that reproduces the race based on a simulation result by the control unit.
  6.  請求項5において、
     前記再生部は、
     前記シミュレーション結果においてコースアウトが発生する場合、コースアウトのシーンを再現する際に当該シーン用の演出を行うことを特徴とするゲームシステム。
    In claim 5,
    The playback unit
    A game system characterized in that when a course-out occurs in the simulation result, an effect for the scene is performed when reproducing the course-out scene.
  7.  請求項5又は6において、
     前記制御部は、
     前記再現画像の再生中にプレーヤの入力を受け付けた場合に、当該入力に基づいて、当該入力のあった時点後の前記レースを再シミュレーションすることを特徴とするゲームシステム。
    In claim 5 or 6,
    The control unit
    A game system characterized in that when an input of a player is received during reproduction of the reproduced image, the race after the time when the input is received is re-simulated based on the input.
  8.  請求項7において、
     前記再生部は、
     前記制御部による再シミュレーション結果を受け付けた後から、当該再シミュレーション結果に基づく前記再現画像を生成して再生することを特徴とするゲームシステム。
    In claim 7,
    The playback unit
    A game system characterized in that after receiving a re-simulation result by the control unit, the reproduced image based on the re-simulation result is generated and reproduced.
  9.  請求項1乃至8のいずれか1項において、
     前記移動体情報は、前記レースの開始ごとに変動可能であることを特徴とするゲームシステム。
    In any one of claims 1 to 8,
    A game system in which the moving body information can be changed at each start of the race.
  10.  請求項1乃至9のいずれか1項において、
     前記制御部は、
     前記移動体が通過している前記コース区間の形状又は属性に応じて、当該移動体の速度を変更することを特徴とするゲームシステム。
    In any one of claims 1 to 9,
    The control unit
    A game system characterized in that the speed of the moving body is changed according to the shape or attribute of the course section through which the moving body is passing.
  11.  請求項1乃至10のいずれか1項において、
     前記移動体情報管理部は、
     前記移動体の状態に応じて、当該移動体の安定性を算出することを特徴とするゲームシステム。
    In any one of claims 1 to 10,
    The mobile information management unit
    A game system characterized in that the stability of the moving body is calculated according to the state of the moving body.
  12.  請求項11において、
     前記移動体情報管理部は、
     前記移動体の部位ごとのパーツに応じて、当該移動体の安定性を算出することを特徴とするゲームシステム。
    11.
    The mobile information management unit
    A game system characterized in that the stability of the moving body is calculated according to the parts of each part of the moving body.
  13.  請求項1乃至12のいずれか1項において、
     前記制御部は、
     前記レースの進捗状況に応じて、前記移動体の安定性を減少方向に変化させ、又は、前記コース区間の属性を変化させることを特徴とするゲームシステム。
    In any one of claims 1 to 12,
    The control unit
    A game system characterized in that the stability of the moving body is changed in a decreasing direction or the attributes of the course section are changed according to the progress of the race.
  14.  請求項1乃至13のいずれか1項において、
     前記判断部は、
     前記遠心力と、前記移動体の安定性と、当該移動体が通過している前記コース区間に関連する付加要素とに基づいて、当該移動体がコースアウトするか否かを判断することを特徴とするゲームシステム。
    In any one of claims 1 to 13,
    The judgment unit
    It is characterized in that it is determined whether or not the moving body goes off course based on the centrifugal force, the stability of the moving body, and the additional elements related to the course section through which the moving body passes. Game system to play.
  15.  仮想空間内のコースを移動体が走行してレースを行うためのサーバであって、
     前記移動体の速度と前記移動体の安定性に関する移動体情報を管理する移動体情報管理部と、
     前記コースを構成する複数のコース区間それぞれの形状に関するコース区間情報を管理するコース区間情報管理部と、
     前記移動体情報と前記コース区間情報とに基づいて、前記仮想空間における前記移動体の動きを制御する制御部と、
     前記移動体が前記コース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断する判断部とを含み、
     前記制御部は、
     前記判断部によって前記移動体がコースアウトすると判断された場合に、当該移動体を前記コースからコースアウトさせることを特徴とするサーバ。
    It is a server for moving objects to run and race on the course in virtual space.
    A mobile information management unit that manages mobile information related to the speed of the moving body and the stability of the moving body.
    A course section information management unit that manages course section information related to the shape of each of a plurality of course sections constituting the course, and a course section information management unit.
    A control unit that controls the movement of the moving body in the virtual space based on the moving body information and the course section information.
    Each time the moving body passes through the course section, the moving body goes out of the course based on the centrifugal force calculated based on the speed of the moving body and the shape of the course section, and the stability of the moving body. Including a judgment unit that decides whether or not to do
    The control unit
    A server characterized in that when the determination unit determines that the moving body is off course, the moving body is taken off course from the course.
  16.  仮想空間内のコースを移動体が走行してレースを行うためのプログラムであって、
     前記移動体の速度と前記移動体の安定性に関する移動体情報を管理する移動体情報管理部と、
     前記コースを構成する複数のコース区間それぞれの形状に関するコース区間情報を管理するコース区間情報管理部と、
     前記移動体情報と前記コース区間情報とに基づいて、前記仮想空間における前記移動体の動きを制御する制御部と、
     前記移動体が前記コース区間を通過するごとに、当該移動体の速度と当該コース区間の形状とに基づき算出される遠心力と、当該移動体の安定性とに基づいて、当該移動体がコースアウトするか否かを判断する判断部としてコンピュータを機能させ、
     前記制御部は、
     前記判断部によって前記移動体がコースアウトすると判断された場合に、当該移動体を前記コースからコースアウトさせることを特徴とするプログラム。
    It is a program for a moving body to run and race on a course in virtual space.
    A mobile information management unit that manages mobile information related to the speed of the moving body and the stability of the moving body.
    A course section information management unit that manages course section information related to the shape of each of a plurality of course sections constituting the course, and a course section information management unit.
    A control unit that controls the movement of the moving body in the virtual space based on the moving body information and the course section information.
    Each time the moving body passes through the course section, the moving body goes out of the course based on the centrifugal force calculated based on the speed of the moving body and the shape of the course section, and the stability of the moving body. Make the computer function as a judgment unit to decide whether or not to do it,
    The control unit
    A program characterized in that when the determination unit determines that the moving body is off course, the moving body is taken off course from the course.
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