Japanese Patent Application No. 2007-1839 filed on Jan. 9, 2007, is hereby incorporated by reference in its entirety.
The present invention relates to a game device, a program, and an information storage medium.
A racing game has been popular in which players compete in a race while operating (controlling) cars, motorcycles, or the like. Such a racing game has various modes such as a mode in which a player competes with another player for ranking and a mode in which a player competes for speed. A racing game system is known in which a ghost car appears in a game space. A ghost car is computer-controlled based on the player's previous play data which has been stored, and reproduces the previous travel state of the player (see JP-A-2003-320164, for example).
However, a race with a ghost car implemented by a related-art system lacks interest as compared with a race with the actual player. For example, when the player's previous play data is used to control a ghost car, the ghost car controlled based on the play data is the player's ghost car. In this case, since the player is not informed of the match results of the player's ghost car and another player, the player is rarely attached to or interested in the player's ghost car. For example, even if the player's ghost car has lost a match, the player rarely desires to revenge on the other player.
A related-art ghost car is a phantom character which does not actually exist in the game space and does not collide with an object in the game space. Specifically, even if the ghost car travels to overlap the position of the player's car, the ghost car travels without colliding with (contacting) the player's car. Therefore, such a system lacks interest specific to a race such as blocking the opponent racing car by causing the player's car to collide with the opponent racing car, thereby impairing interest in competing for ranking. As a result, such a system merely implements a game play for competing for speed using only the player's car.
According to one aspect of the invention, there is provided a game device comprising:
a play data storage section which stores play data of each player recorded in a form available as control data of a computer-controlled character (hereinafter referred to as “COM character”) and identification information of the player while associating the play data with the identification information;
a login section which performs a specific login process to specify a present player;
a play data selection section which selects play data used as an opponent of the present player from the play data stored in the play data storage section;
a match process section which performs a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player;
a match process result storage section which stores the player of the selected play data, the present player, and the match process result of the match process section while associating the player of the selected play data, the present player, and the match process result; and
a revenge match inquiry section which extracts an opponent player who has defeated the COM character controlled based on the play data belonging to the player specified by the login process of the login section and stored in the play data storage section during the match process from the information stored in the match process result storage section, and inquires of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the extracted opponent player.
According to another aspect of the invention, there is provided a game device capable of communicating with a server including a play data storage section which stores play data of each player recorded in a form available as control data of a COM character and identification information of the player while associating the play data with the identification information, and a match process result storage section, the game device comprising:
a login section which performs a specific login process to specify a present player;
a COM character selection section which selects a COM character as an opponent of the present player from the play data stored in the play data storage section of the server;
a match process section which performs a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player;
a match process result information storage control section which transmits the match process result of the match process section to the server and causes the match process result to be stored in the match process result storage section of the server while being associated with the player of the selected play data and the present player; and
a revenge match inquiry section which obtains from the server an opponent player who has defeated the COM character controlled based on the play data belonging to the player specified by the login process of the login section and stored in the play data storage section of the server during the match process, and inquires of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the opponent player.
The invention may increase interest in a match against a ghost car.
According to one embodiment of the invention, there is provided a game device comprising:
a play data storage section which stores play data of each player recorded in a form available as control data of a computer-controlled character (hereinafter referred to as “COM character”) and identification information of the player while associating the play data with the identification information;
a login section which performs a specific login process to specify a present player;
a play data selection section which selects play data used as an opponent of the present player from the play data stored in the play data storage section;
a match process section which performs a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player;
a match process result storage section which stores the player of the selected play data, the present player, and the match process result of the match process section while associating the player of the selected play data, the present player, and the match process result; and
a revenge match inquiry section which extracts an opponent player who has defeated the COM character controlled based on the play data belonging to the player specified by the login process of the login section and stored in the play data storage section during the match process from the information stored in the match process result storage section, and inquires of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the extracted opponent player.
According to another embodiment of the invention, there is provided a game process control method comprising causing a computer to:
store play data of each player recorded in a form available as control data of a COM character and identification information of the player while associating the play data with the identification information;
perform a specific login process to specify a present player;
select play data used as an opponent of the present player from the stored play data;
perform a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player;
store the player of the selected play data, the present player, and the match process result while associating the player of the selected play data, the present player, and the match process result;
extract an opponent player who has defeated the COM character controlled based on the stored play data of the player specified by the login process during the match process from the stored information; and
inquire of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the extracted opponent player.
According to the above configuration, the match process is performed using the COM character controlled based on the play data selected from the stored play data of each player and the player's character operated by the present logged-in player. When the COM character controlled based on the play data of the present logged-in player has been defeated in the match process, the present logged-in player determines whether or not to play a match against the COM character controlled based on the play data of the opponent player who has defeated the COM character controlled based on the play data of the present logged-in player. Specifically, when the COM character controlled based on the player's play data (i.e., player's COM character) has been defeated by another player, the logged-in player is notified that the player's COM character has been defeated and is informed of the opponent player who has defeated the player's COM character, and can choose whether or not to play a match against the opponent player. This causes the player to desire to play a match against the opponent player who has defeated the player's COM character and win the match, whereby interest in a match with another player can be increased.
According to a further embodiment of the invention, there is provided a game device capable of communicating with a server including a play data storage section which stores play data of each player recorded in a form available as control data of a COM character and identification information of the player while associating the play data with the identification information, and a match process result storage section, the game device comprising:
a login section which performs a specific login process to specify a present player;
a COM character selection section which selects a COM character as an opponent of the present player from the play data stored in the play data storage section of the server;
a match process section which performs a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player;
a match process result information storage control section which transmits the match process result of the match process section to the server and causes the match process result to be stored in the match process result storage section of the server while being associated with the player of the selected play data and the present player; and
a revenge match inquiry section which obtains from the server an opponent player who has defeated the COM character controlled based on the play data belonging to the player specified by the login process of the login section and stored in the play data storage section of the server during the match process, and inquires of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the opponent player.
According to still another embodiment of the invention, there is provided a game process control method performed by a computer capable of communicating with a server including a play data storage section which stores play data of each player recorded in a form available as control data of a COM character and identification information of the player while associating the play data with the identification information, and a match process result storage section, the method comprising causing the computer to:
perform a specific login process to specify a present player;
select a COM character as an opponent of the present player from the play data stored in the play data storage section of the server;
perform a match process by controlling the COM character based on the selected play data and controlling a player's character based on an operation input of the present player; transmit the match process result to the server and cause the match process result to be stored in the match process result storage section of the server while being associated with the player of the selected play data and the present player;
obtain from the server an opponent player who has defeated the COM character controlled based on the play data belonging to the player specified by the login process and stored in the play data storage section of the server during the match process; and
inquire of the player whether or not to allow the match process with the COM character controlled based on the play data of the extracted opponent player.
The game device may comprise a data update section which communicates with another game device and updates the information stored in the play data storage sections and the match process result storage sections of the game devices with identical and latest information.
According to the above configuration, the game device communicates with another game device, and the information stored in the game devices is updated with identical and latest information. Specifically, identical and latest information is always stored in different game devices. This enables the player to enjoy a similar game play using any of the game devices.
In the game device, the revenge match inquiry section may inquire of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the extracted opponent player during the login process of the login section.
According to the above configuration, the present logged-in player determines whether or not to play a match against the COM character controlled based on the play data of the opponent player who has defeated the present player during the login process. This allows the player to be informed of the opponent player who has defeated the player's COM character during the login process, and the player can then immediately choose the opponent player.
In the game device, the revenge match inquiry section may include a section which first inquires of the player whether or not to cause the match process section to perform the match process with the COM character controlled based on the play data of the opponent player who has most recently defeated the COM character controlled based on the play data of the player.
According to the above configuration, the present logged-in player first determines whether or not to play a match against the COM character controlled based on the play data of the player who has defeated the present player in the latest match.
The game device may comprise a play data update section which updates the play data of the player stored in the play data storage section based on the play data of the player during the match process of the match process section.
According to the above configuration, the play data of the player is updated based on the play data during the match process. Specifically, since the play data is updated for each match process, even if the player plays a match against the COM character of an identical player, the COM character may be controlled in a different way depending on the match date. This implements a game as if actually playing a match against that player.
In the game device,
the play data may be play data of one game play;
the play data storage section may store the play data in units of game-playable game stages; and
the match process section may perform the match process in a game stage corresponding to the selected play data.
According to the above configuration, the play data of one game play is stored in units of game stages, and the match process is performed in the game stage corresponding to the selected play data. Taking a racing game as an example, the play data of one game play is stored in units of game stages which differ in racecourse configuration (e.g., straight and curve). This enables the COM character to be controlled as if the player were actually playing the game.
In the game device,
the match process may be a process of executing a racing game on a given racecourse as a game stage;
the play data may be data for reproducing player's travel play using the COM character; and
the match process section may include:
a contact control section which changes travel states of the COM character and the player's character depending on contact between the COM character and the player's character; and
a recovery control section which causes the COM character of which the travel state has been changed by the contact control section to gradually return to the travel play reproduction state based on the corresponding play data.
According to the above configuration, the travel states of the COM character and the player's character are changed depending on contact between the COM character and the player's character, and the COM character of which the travel state has been changed gradually returns to the travel state based on the corresponding play data. This implements an exciting game play as if playing a match against an actual player (e.g., the travel state of the COM character changes depending on the travel state of the player's car), differing from a related-art ghost car which is a phantom character which does not exist in the game space.
In the game device, the match process section may include a speed adjustment section which adjusts the travel speed of the COM character.
According to the above configuration, the travel speed of the COM character is adjusted.
In the game device, the speed adjustment section may include a first speed adjustment section which adjusts the travel speed of the COM character based on the distance between the COM character and the player's character.
According to the above configuration, the travel speed of the COM character is adjusted based on the distance between the COM character and the player's character. For example, the travel speed of the COM character is adjusted to a larger extent as the distance between the COM character and the player's character becomes larger. Specifically, the travel speed of the COM character is increased when the player's character travels ahead of the COM character, and the travel speed of the COM character is decreased when the player's character travels behind the COM character. The produces a close match between the COM character and the player's character, whereby a more interesting match can be realized.
In the game device,
the play data may include play day information of the play data; and
the speed adjustment section may include a second speed adjustment section which adjusts the travel speed of the COM character based on the number of days elapsed from the play day of the play data used as the control data of the COM character.
According to the above configuration, the travel speed of the COM character is adjusted based on the number of days elapsed from the play day of the play data as the control data of the COM character. For example, the travel speed of the COM character is decreased as the number of days elapsed increases. Therefore, the possibility of winning the match increases as the number of days elapsed from the play day of the play data which controls the COM character increases. In other words, the COM character controlled based on the player's play data is likely to be defeated as the number of days elapsed from the latest play day increases, thereby prompting the player to play the game more frequently.
The game device may comprise an another character control section which controls traveling of another character which is a character other than the COM character controlled based on the play data and is computer-controlled based on a specific control data, and adjusts the travel speed of the other character based on the adjustment of the travel speed of the COM character by the speed adjustment section.
According to the above configuration, the other character computer-controlled based on a specific control data appears in the match process of the COM character and the player's character, and the travel speed of the other character is adjusted based on the adjustment of the travel speed of the COM character. In this case, the control data of the other character may be included in the play data, and the other character may be controlled based on the control data included in the play data when controlling the COM character based on the play data. Since the travel speed of the other character is adjusted based on the adjustment of the travel speed of the COM character, the relative positional relationship between the other character and the COM character is determined uniquely. This realizes control in which the COM character passes the other car at a position corresponding to the position at which the player's character has passed the other car in game play based on the play data which controls the COM character.
According to a still further embodiment of the invention, there is provided a computer-readable information storage medium storing a program for causing a computer to execute the above game process control method.
The term “information storage medium” used herein refers to a storage medium, such as a hard disk, an MO, a CD-ROM, a DVD, a memory card, or an IC memory, from which the stored information can be read by a computer.
According to the embodiment, the match process is performed using the COM character controlled based on the play data selected from the stored play data of each player and the player's character operated by the present logged-in player. When the COM character controlled based on the play data of the present logged-in player has been defeated in the match process, the present logged-in player is informed of the opponent player who has defeated the COM character controlled based on the play data of the present logged-in player. Specifically, when the COM character controlled based on the player's play data (i.e., player's COM character) has been defeated by another player, the logged-in player can be notified that the player's COM character has been defeated and be informed of the opponent player who has defeated the player's COM character. This causes the player to desire to play a match against the opponent player who has defeated the player's COM character and win the match, whereby interest in a match with another player can be increased.
The travel states of the COM character and the player's character are changed depending on contact between the COM character and the player's character, and the COM character of which the travel state has been changed gradually returns to the travel state based on the corresponding play data. This implements an exciting game play as if playing a match against an actual player (e.g., the travel state of the COM character changes depending on the travel state of the player's car), differing from a related-art ghost car which is a phantom character which does not exist in the game space.
Preferred embodiments of the invention are described below with reference to the drawings. The following description illustrates an arcade game device which executes a car racing game. Note that the embodiments to which the invention can be applied are not limited thereto.
The game device 10 is implemented by an arcade game device, for example. The game device 10 executes a car racing game.
The player enjoys the car racing game by operating the steering wheel 1106, the gear lever 1108, the accelerator pedal 1110, and the brake pedal 1112 while watching the game screen displayed on the display 1102 and listening to the game sound output from the speaker 1104.
In the car racing game according to this embodiment, the player operates a player's car (player's character) and plays a match against a ghost car operated by another player (hereinafter called “ghost match”).
The principle of the ghost match is described below. In this embodiment, play data when the player plays the game is stored in the game device 10 as ghost data. Specifically, travel data of the player's car PC such as the travel path and the travel speed is stored as the play data.
In this embodiment, two or more racecourses RC are provided, and the ghost data is stored for each racecourse RC.
In this embodiment, when the player's ghost car has lost a match, the player can play a revenge match in which the player plays a match against the party player who has won the ghost match.
As shown in
The player plays a match against the player (revenge player) on the revenge list (revenge match), and can revenge on the revenge player by winning the match.
The operation input section 110 receives a player's operation input and outputs an operation signal corresponding to the operation to the processing section 200. The function of the operation input section 110 is implemented by a button switch, a lever, a dial, a mouse, a keyboard, a touch panel, various sensors, and the like. In
The card read/write section 120 reads data recorded in the game card 20 and outputs the read data to the processing section 200. The card read/write section 120 writes data indicated by a write instruction from the processing section 200 into the game card 20. In
The processing section 200 performs various calculations for controlling the entire game device 10, the game process, and the like based on a program and data stored in the storage section 300, operation data input from the operation input section 110, data received from an external device (mainly another game device 10) through the communication section 150, and the like. The function of the processing section 200 is implemented by a calculation device such as a processor (e.g., CPU (CISC or RISC) or DSP) or an ASIC (e.g., gate array) and its control program, for example. In
The game calculation section 210 includes a match control section 211, and controls execution of the car racing game. Specifically, when the data read from the inserted game card 20 is input from the card read/write section 120, the game calculation section 210 specifies the player based on the input data.
The game calculation section 210 then refers to a player management DB 331 and determines whether or not a revenge player has been newly added to the revenge list of the specified player. The term “revenge player newly added to the revenge list” refers to a player which has been added to the revenge list after the preceding game play.
The player management DB 331 is a database (DB) for managing the data relating to the player, and includes two or more pieces of player management data 332.
When a revenge player has been newly added to the revenge list of the player, the game calculation section 210 causes the image display section 130 to display a revenge screen prompting the player to revenge on the revenge player whose match date is the latest.
When the player has selected to play a revenge match using the revenge screen, the latest revenge player is determined to be the opponent player, and the racecourse corresponding to that revenge player is determined to be the match racecourse. A match (revenge match) between the player and the opponent player is carried out on the match racecourse under control of the match control section 211.
When the player does not play a revenge match, the opponent selection method is determined according to operation instructions input from the operation input section 110. The opponent selection method is classified as “selection from the revenge list” and “selection by specifying the level and the racecourse”. When the player selects the opponent player from the revenge list, the game calculation section 210 refers to the player management DB 331 and causes the image display section 130 to display a revenge list screen in which the list of the players stored in the player's revenge list is displayed.
When the player has selected one of the players using the revenge screen, the game calculation section 210 determines the selected player to be the opponent player, and determines the racecourse associated with that player to be the match racecourse. A match (revenge match) between the player and the opponent player is carried out on the match racecourse under control of the match control section 211.
When the player selects the opponent player by specifying the level and the racecourse, the game calculation section 210 causes the image display section 130 to display a selection screen for selecting the level and the racecourse of the opponent player. When the player has selected the level and the racecourse, the game calculation section 210 extracts the player satisfying the selected level and racecourse referring to the player management DB 331 and a ghost management DB 333.
The ghost management DB 333 is a database for managing the data relating to the player's ghost car, and includes two or more pieces of ghost management data 334.
In
The travel pattern of the other car AC is stored as the ghost data 334d together with the play data 334e of the player's car PC since the player operates the player's car PC so that the player's car PC does not collide with the other car AC while seeing the other car AC. Specifically, the play data 334e which is the travel history data of the player's car PC corresponds to the travel state of the other car AC which has traveled along with the player's car PC.
In
In the case where the player selects the opponent player by specifying the level and the racecourse, when the player has selected the level and the racecourse, the game calculation section 210 extracts the player satisfying the selected level referring to the player management DB 331. The game calculation section 210 then extracts the players, for which the ghost data for the selected racecourse has been stored, from the extracted players referring to the ghost management DB 333. The game calculation section 210 causes the image display section 130 to display an opponent selection screen in which the extracted players are listed as opponent candidates.
When the player has selected one of the players using the opponent selection screen, the game calculation section 210 determines the selected player to be the opponent player, and determines the racecourse selected in advance to be the match racecourse. A match between the player and the opponent player is carried out on the match racecourse under control of the match control section 211.
The match control section 211 controls a match (ghost match) between the player and the opponent player on the match racecourse. Specifically, the match control section 211 sets the racecourse RC (match racecourse) in a game space, and disposes the player's car PC, the ghost car GC, and the other car AC at the start line. The data relating to each racecourse RC has been stored as the racecourse data 321, and the model data of the racing car has been stored as the car model data 322. The match control section 211 controls the player's car PC based on the player's operation instructions input from the operation input section 110.
The match control section 211 specifies the ghost data 334d for the match racecourse as the match ghost data referring to the ghost management data 334 of the opponent player, and controls the ghost car GC and the other car AC based on the match ghost data 334d. Specifically, the match control section 211 controls the ghost car GC based on the play data 334e of the match ghost data 334d, and controls the other car AC based on the travel pattern data 323 specified by the travel pattern 334f. More specifically, the match control section 211 controls the position and the travel speed of each car so that each car moves (travels) at a specific speed along a specific travel path.
The match control section 211 subjects the player's car PC, the ghost car GC, and the other car AC to a hit check (collision determination), and changes the position of each car based on the hit check results. When the ghost car GC or the other car AC deviates from the specific travel path due to collision (contact), the match control section 211 controls the movement (travel) of the ghost car GC or the other car AC so that the ghost car GC or the other car AC gradually returns to the specific travel path.
The match control section 211 controls the travel speeds of the ghost car GC and the other car AC as follows. Specifically, the match control section 211 determines the speed Vg of the ghost car GC based on the following equation (1a), and determines the speed Va of the other car AC based on the following equation (1b).
Vg=Vg0×Kt×Kr (1a)
Va=Va0×Kt×Kr (1b)
Vg0 in the equation (1a) is the speed of the ghost car GC determined by the play data 334e. Kt is an elapsed time coefficient, and Kr is a rubber band coefficient. Va0 in the equation (1b) is the speed of the other car AC determined by the travel pattern data 323.
The elapsed time coefficient Kt is a parameter for expressing deterioration of the ghost data 334d with the passage of time, and is determined based on the elapsed time T from the update date of the match ghost data 334d to the present date (match start date). The value of the elapsed time coefficient Kt is specified by “0.0<Kt≦1.0”.
The rubber band coefficient Kr is a parameter for expressing an effect of a virtual rubber (rubber band) which controls the ghost car GC and the other car AC so that the ghost car GC and the other car AC do not move away from the player's car PC to a large extent. The value of the rubber band coefficient Kr is specified by “0.0<Kr≦2.0”. The distance D is a positive or negative value depending on the positional relationship between the player's car PC and the ghost car GC. As shown in
The graphs for determining the elapsed time coefficient Kt and the rubber band coefficient Kr are stored as coefficient setting data 324 in the form of a function formula and a data table indicating the graphs.
The match control section 211 stops controlling the travel state of each car when the player's car PC and the ghost car GC have reached the finish line. The result of the match performed under control of the match control section 211 is stored as match result data 335.
The data management section 220 manages the player management DB 331 and the ghost management DB 333. Specifically, when the ghost match controlled by the match control section 211 has completed, the data management section 220 updates the corresponding data based on the generated match result data 335. Specifically, the data management section 220 adds the present match data to the player's match record data 332e of the player management data 332 of the player, and, when the match is a revenge match and the player has won the revenge match, deletes the data of the opponent player stored in the revenge list 332k of the player.
When the player has won the match, the data management section 220 adds the match data to the revenge list 332k of the player management data 332 of the opponent player while adding the player as the revenge player. The data management section 220 updates the match racecourse ghost data 334d of the ghost management data 334 of the player using the travel history data 335h as the play data 334e. The data management section 220 adds the present match data to the ghost match record data 334h of the ghost management data 334 of the opponent player. The data management section 220 distributes the generated match result data 335 to other game devices 10.
When the data management section 220 has received the match result data 335 distributed from another game device 10, the data management section 220 similarly updates the player management DB 331 and the ghost management DB 333 based on the received match result data 335.
In
The sound generation section 240 generates game sound such as effect sound and BGM used during the game, and outputs a sound signal of the generated game sound to the sound output section 140. The sound output section 140 outputs the game sound such as effect sound and BGM based on the sound signal from the sound generation section 240. The function of the sound output section 140 is implemented by a speaker or the like. In
The communication section 150 connects with the communication line based on the control signal from the processing section 200, and communicates data with an external device. The function of the communication section 150 is implemented by a wireless communication module, a jack for a communication cable, a control circuit, or the like. In
The storage section 300 stores a system program for implementing each function for causing the processing section 200 to integrally control the game system 1, a program and data necessary for causing the processing section 200 to execute the game, and the like. The storage section 300 is used as a work area for the processing section 200, and temporarily stores the results of calculations performed by the processing section 200 based on various programs, data input from the operation input section 110, and the like. The function of the storage section 300 is implemented by an IC memory, a hard disk, a CD-ROM, a DVD, an MO, a RAM, a VRAM, or the like. In
When the game calculation section 210 has determined that a revenge player has been newly added (step B5: YES), the game calculation section 210 causes the image display section 130 to display the revenge screen (see
The match control section 211 then starts to control each car. Specifically, the match control section 211 temporarily determines the next position of the player's car PC based on the operation instructions input from the operation input section 110 (step C7). The match control section 211 temporarily determines the next position of the ghost car GC based on the play data 334e included in the match ghost data 334d (step C9), and temporarily determines the next position of the other car AC based on the travel pattern data 323 specified by the match ghost data 334d (step C11). The match control section 211 then subjects the player's car PC, the ghost car GC, and the other car AC to a hit check (collision determination) (step C13), determines the position of each car based on the hit check results, and disposes each car at the determined position (step C15).
The match control section 211 then determines the next speed of the ghost car GC. Specifically, the match control section 211 calculates the distance D between the ghost car GC and the player's car PC, and calculates the rubber band coefficient Kr based on the calculated distance D referring to the coefficient setting data 324. The match control section 211 calculates the next speed Vg of the ghost car GC according to the equation (1a) (step C17). The match control section 211 calculates the next speed Va of the other car AC according to the equation (1b) (step C19). The match control section 211 then updates the travel history data 335h by adding the position, the travel speed, the posture, and the like of the player's car PC (step C21).
The match control section 211 then determines whether or not the player's car PC and the ghost car GC have reached the finish line defined on the racetrack RC. When the match control section 211 has determined that the player's car PC and the ghost car GC have not reached the finish line (step 23: NO), the match control section 211 returns to the step C7. When the match control section 211 has determined that the player's car PC and the ghost car GC have reached the finish line (step 23: YES), the match control section 211 determines that the player's car PC or the ghost car GC which has reached the finish line earlier than the other is the winner (step C25). When the above process has been completed, the match control section 211 finishes the match process.
Again referring to
When the player has selected the method of selecting the opponent player from the revenge list (step B13: “revenge”), the game calculation section 210 refers to the player management DB 331 and causes the image display section 130 to display the revenge list screen (see
When the player has selected the method of selecting the opponent player by specifying the level and the racecourse (step B13: “level”), the game calculation section 210 selects the level of the opponent player and the match racecourse based on the player's selection instructions input from the operation input section 110 (step B19). The game calculation section 210 then extracts the players satisfying the selected level and racecourse referring to the player management DB 331 and the ghost management DB 333, and causes the image display section 130 to display the opponent selection screen in which a list of the extracted players is displayed (see
The game calculation section 210 selects one of the players displayed in the opponent selection screen based on the player's selection operation, determines the selected player to be the opponent player, and determines the racetrack selected in advance to be the match racetrack (step B23). The match control section 211 then performs the match process for allowing the player to play a match against the opponent player on the match racecourse (step B27).
When the match process has been completed, the game calculation section 210 determines whether or not to finish the game. When the game calculation section 210 has determined to continue the game (step B29: NO), the game calculation section 210 returns to the step B11. When the game calculation section 210 has determined to finish the game (step B29: YES), the game calculation section 210 causes the card read/write section 120 to record data such as the match record in the game card 20 and eject the game card 20 (step B31). When the game calculation section 210 has completed the above process, the game calculation section 210 finishes the game process.
When the game process has been completed, the data management section 220 performs a data management process (step A5).
When the player has won the match (step E7: YES), the data management section 220 adds the match data to the revenge list 332k of the player management data 332 of the opponent player while adding the player as the revenge player (step E9). When the match is a revenge match (step E11: YES), the data management section 220 deletes the data of the opponent player stored in the revenge list 332k of the player (step E13). When the data management section 220 has completed the above process, the data management section 220 finishes the data update process.
The data management section 220 then distributes the match result data 335 to other game devices 10 (step D5).
When the data management section 220 has received the match result data distributed from another game device 10 (step D7: YES), the data management section 220 performs the data update process based on the received match result data 335 (step D9). When the data management section 220 has completed the above process, the data management section 220 finishes the data management process. When the data management process has been completed, a similar process is repeated from the step A1.
The application of the invention is not limited to the above embodiments. Various modifications and variations may be made within the spirit and scope of the invention.
The above embodiment has been described taking an example in which the latest revenge player among the revenge players newly added to the revenge list of the player is displayed in the revenge screen displayed at the time of login. Note that the revenge player who has defeated the player to the greatest extent (e.g., the revenge player who has reached the finish line at greatest distance from the player) may be displayed, or a list of all revenge players newly added to the revenge list may be displayed, or a list of all revenge players may be displayed.
The above embodiment has been described taking a game system configured by connecting the game devices 10 installed in a single store with the communication line N. Note that another configuration may also be employed. For example, a game system may be configured by connecting the game devices 10 installed in different stores with a communication line such as the Internet, or connecting the game devices 10 as consumer game devices with a communication line such a the Internet.
The above embodiment has been described taking a game system configured by connecting the game devices 10 with the communication line N. Note that the game system may further include a server device.
As shown in
When the game device 10A has received the revenge list transmitted from the server device 30 (step F3), the game device 10A determines the match racecourse and the opponent player based on the player's operation input (steps B5 to B25), and requests the server device 30 to transmit the ghost data 334d of the determined opponent player for the match racecourse (step F5). When the server device 30 has received the ghost data request from the game device 10A (step G5: YES), the server device 30 refers to the ghost management DB 333 and transmits the ghost data 334d of the requested player for the requested racecourse to the game device 10A (step G7).
The game device 10A receives the ghost data 334d transmitted from the server device 30 (step F7), and controls the player's car PC, the ghost car GC, and the other car AC based on the received ghost data 334d (steps C3 to C25). When the match has completed, the game device 10A transmits the match result data 335 to the server device 30 (step F9). When the game device 10A has determined to continue the game (step B29: NO), the game device 10A returns to the step B5. When the game device 10A has determined to finish the game (step B29: YES), the game device 10A causes the card read/write section to record the match record and the like in the game card 20 and eject the game card 20 (step B31), and finishes the game process.
When the server device 30 has received the match result data 335 transmitted from the game device 10A (step G9: YES), the server device 30 performs the data update process of updating the corresponding data in the player management DB 331 and the ghost management DB 333 based on the received match result data 335 (step G11). The server device 30 then returns to the step G61.
The above embodiment illustrates the case of applying the invention to an arcade game device. Note that the invention may also be applied to other game devices such as a consumer game device or a portable game device. Alternatively, the invention may be applied to devices having a communication function such as a portable electronic instrument (e.g., PDA and portable telephone) or a personal computer.
The above embodiment illustrates the case of applying the invention to a car racing game. Note that the invention may also be applied to other games in which a player plays a match against a character of another player. For example, when applying the invention to a fighting action game, a player's play tendency data may be stored as the play data. Specifically, the number of operations (or operation frequency) of actions (commands) such as a punch and a kick input by the player during game plays is summed up for each player. A ghost character is stochastically controlled based on the play tendency data. Alternatively, a player's operation data (e.g., button operation record) may be stored as the play data in time series.
Although only some embodiments of the invention have been described above in detail, those skilled in the art would readily appreciate that many modifications are possible in the embodiments without materially departing from the novel teachings and advantages of the invention. Accordingly, such modifications are intended to be included within the scope of the invention.
Number | Date | Country | Kind |
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2007-001839 | Jan 2007 | JP | national |