This application is based upon and claims the benefit of priority from the prior Japanese Patent Application No. 2004-144935, filed on May 14, 2004, the entire contents of which are incorporated herein by reference.
1. Field of the Invention
The present invention relates to a match game processing method, a match game system, and a storage medium therefor, by which a plurality of players play in an environment having a plurality of game apparatuses connected to a network.
2. Description of the Related Art
In the field of the game using a virtual space, there are used match games in which players, supplying operation instructions to each game apparatus, play matches using the virtual space through the connection of a plurality of game apparatuses connected by a network, etc., thereby transmitting/receiving information among each game apparatus. A golf game and a driving race game are typically known.
In such a golf game or the like, conventionally, in order to enhance reality of the match, each player (game terminal) participating in the game simultaneously starts to play the game. At the time of each operation by each player or at the end of each hole, data including a result or a progress state of the game are uploaded to a server. The server collects the data from each game terminal, generates integrated data, and distributes the data to each game terminal. Such a method has been disclosed in the official gazette of the Japanese Unexamined Patent Publication No. Hei-11-319319.
Meanwhile, as a different form of such a match game, there is a conventional method for performing a simulated match play, as having been disclosed in the official gazette of the Japanese Unexamined Patent Publication Nos. 2002-301266 and 2003-320164. According to the conventional method disclosed above, a certain player plays a match play using the play data obtained from a play result of another person (such a play data is called a ‘ghost data’). For example, a driving game machine uploads or downloads such a ghost data to/from a server. The server then evaluates the ghost data, ranks, and records the rank together with player names and a game machine ID or player ID codes, so as to output to the game machine from which a request was issued.
In such a game play (which is referred to as ‘ghost play’), a play performed by a player simultaneously proceeds with a playback of the ghost data, and thereby the player can enjoy playing the match game in a simulated manner.
In such prior arts of the participation-type game play, each player can know information of other players (states of progress, results, etc.) at predetermined timing. However, in order to synchronize plays performed by each player on a shot-by-shot basis, it is necessary to adopt a form such that each player makes shots one after another, with a waiting time for the play of each player. Under such a form of play, differently from the actual golf play in which player plays with others on the spot, players are released from psychological restriction and restriction of progress when using the virtual space. This makes a longer total playing time, and a longer waiting time of the players as well.
Namely, as the number of game play participants increases, so the time per game round is increased. This may undesirably weaken players' interest, and may produce a risk of the decreased profit of amusement facilities.
Similarly, in the prior art of the simulated match game using the ghost data, a play performed by a player simultaneously proceed with a playback of a ghost data (produced by a ghost player). It is difficult to shorten the waiting time of a player while synchronizing the plays among the players, when the plays are performed in a plurality of stages like in the golf game. This may cause a risk of weakening players' interest.
Accordingly, it is a first object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a participation match game, shortening a waiting time of each player, while grasping a play state of each player.
Further, it is a second object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a participation match game, enabling a match play by a multiplicity of participants, in which each player can play in a substantially same time as the time when the game is played by a player alone.
Still further, it is a third object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a participation match game, virtually shortening a waiting time that a player feels even when the player concerned completes the game earlier than other match players.
Further, it is a fourth object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a simulated match game, shortening a waiting time of a player while synchronizing the operations being input from players for each of a plurality of plays.
Further, it is a fifth object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a simulated match game, enabling a simulated match play by a multiplicity of participants, in which each player can play in a substantially same time as the time when the game is played by one player, while synchronizing the operations being input from the players for each of a plurality of plays.
Still further, it is a sixth object of the present invention to provide a match game processing method, a match game system, and a storage medium thereof in a simulated match game, virtually shortening a waiting time that a player feels even when the player concerned completes the game earlier than other match players.
In order to achieve the aforementioned objects, according to the present invention, there is disclosed a match game processing method in which a game apparatus executes a game program sharing a common virtual space with other game apparatuses according to operation inputs from players, communicates the results of game program execution with the other game apparatuses, and outputs a match game result. The match game processing method includes: a step of instructing each player to perform the operation inputs on a stage-by-stage basis of the game program having a plurality of stages executed separately; a step of executing the game program based on the operation inputs from the player, and communicating the game execution results with the other game apparatuses, on the above stage-by-stage basis; a step of executing the game program by uniforming each game program stage among the plurality of game apparatuses, based on the game execution results obtained from the other game apparatuses through the communication in each of the plurality of game apparatuses; and a step of performing simple display of the received game execution results of the other game apparatuses in the above each stage.
Also, a storage medium according to the present invention stores a match game program for enabling each game apparatus to execute the above each step.
Further, according to the present invention, in a match game processing system in which a game apparatus executes a game program sharing a common virtual space with other game apparatuses according to the operation inputs from players, communicates the results of game program execution with the other game apparatuses, and outputs a match game result, the game apparatus includes: a communication unit communicating the execution results among the game apparatuses operated by the players; a display unit instructing each player to perform the operation inputs, on a stage-by-stage basis of the game program having a plurality of stages executed separately, and outputting the execution results; and a control unit executing the game program by uniforming each game program stage among the plurality of game apparatuses, based on the game execution results obtained from the other game apparatuses through the communication according to the executing the game program. And in the above each stage, the control unit simply displays on the display unit the game execution results of the other game apparatuses obtained through the communication.
According to the above-mentioned present invention, differently from the actual golf rules that a shot is hit from a player located furthest to the cup, the play herein proceeds so as to uniform the number of strokes among the whole players in each stage. As a result, it becomes possible to synchronize the plays stage by stage, and to enable a final completion of the game with a reduced waiting time of each player. Further, at the end of each stage, the received data of the opponents are simply played back on a screen of the player of interest, enabling the players to feel that they are actually playing the match.
Further, in the match game processing method according to the present invention, preferably, the step of performing the simple display further includes a step of displaying at least a state at the time of starting each stage, and a state produced by the play at the time of completing each stage. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above step. Further, preferably, the match game processing system displays at least a state at the time of starting each stage, and a state of the execution result of the stage, so as to perform the simple display.
By this, the effect of simple display of the opponents increases, making the player have an enhanced feeling of playing the match.
Further, in the match game processing method according to the present invention, preferably, the step of performing the game program further includes: a step of detecting whether the operation inputs of a certain stage are completed within a time limit of the operation inputs of the stage; and a step of forcibly terminating the operation inputs of the stage, on detecting the operation inputs of the stage not being completed within the time limit of the operation inputs of the stage. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above each step. Further, in the match game processing system according to the present invention, preferably, the control unit detects whether the operation inputs of a certain stage are completed within a time limit of the operation inputs of the stage, and on detecting the operation inputs of the stage not being completed within the time limit of the operation inputs of the stage, forcibly terminates the operation inputs of the stage.
By this, it becomes possible to shorten the waiting time of the player of interest which may otherwise be produced from delayed operations of the opponents.
In the match game processing method according to the present invention, the step of performing the game program further includes a step of displaying a standby screen on the game apparatus of which player has completed the operation inputs of the stage early, so as to perform chat communication with the game apparatuses of the other players. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above each step. Further, in the match game processing system according to the present invention, preferably, the control unit displays a standby screen on the game apparatus of which player has completed the operation inputs of the stage early, so as to perform chat communication with the game apparatuses of the other players.
By this, it becomes possible for the player, having completed an operation input (play) earlier, to reduce feeling of the waiting time for the play of other players.
In the match game processing method according to the present invention, preferably, the game signifies a game of moving a moving object on a predetermined course by hitting the moving object from a start position to an end position of the course. Also, the stage signifies a stage of moving the moving object by hitting the moving object. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above game. Further, preferably, in the match game processing system according to the present invention, preferably, the control unit performs the game for signifies a game of moving a moving object on a predetermined course by hitting the moving object from a start position to an end position of the course. Also, the stage signifies a stage of moving the moving object by hitting the moving object stores the above match game program.
By this, it becomes possible to shorten the waiting time of each player in a game of operating a moving object including a golf game, in which a plurality of players participate, which also enables reduction of the game time.
In the match game processing method according to the present invention, preferably, the step for performing the game program further includes a step of forcibly terminating the game executed in the game apparatus of a player, of which scored number of strokes exceeds a stroke limit of the game which is determined based on the number of strokes scored by the operation of another player having moved to the end position of the course earlier. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above each step. Further, in the match game processing system according to the present invention, preferably, the control unit forcibly terminates the game in the game apparatus of a player, of which scored number of strokes exceeds a stroke limit of the game which is determined based on the number of strokes scored by the operation of another player having moved to the end position of the course earlier.
By this, it becomes possible to prevent a delayed play in a game in which a plural of player participate, which enables the reduction of a waiting time more.
In the match game processing method according to the present invention, preferably, the step of performing the game further includes a step of forcibly terminating the game executed in the game apparatus of a player of which scored number of strokes exceeds a stroke limit being set to the course. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above each step. Further, in the match game processing system according to the present invention, preferably, the control unit forcibly terminates the game executed in the game apparatus of a player of which scored number of strokes exceeds a stroke limit being set to the course.
By this, it becomes possible to prevent a delayed play in the game in which a plurality of player participates, which enables the reduction of a waiting time more.
In the match game processing method according to the present invention, preferably, the step of performing the simple display further includes a step of displaying a moving state of the moving object two-dimensionally on the course perspective. Also, preferably, the storage medium according to the present invention stores the match game program for enabling each game apparatus to execute the above each step. Further, in the match game processing system according to the present invention, preferably, the control unit displays on the display unit a moving state of the moving object two-dimensionally on the course perspective.
By this, it becomes possible to make simple display of other players more effective, enabling a more enhanced match effect.
Further, in the match game processing method according to the present invention, there is disclosed a match game processing method in which a game apparatus executes a game program using a virtual space, having a plurality of players participating therein, according to operation inputs from the players, and outputs a match game result from the result of game program execution. The match game processing method includes: a step of acquiring ghost data representing past execution results of a plurality of stages of the game program in the game apparatus operated by a player; a step of instructing the player to perform the operation inputs, on a stage-by-stage basis of the game program having the plurality of stages executed separately; a step of executing the game program on the above stage-by-stage basis, based on the operation inputs from the player; and a step of performing simple display of the past execution results of each game stage based on the acquired ghost data, according to the result of the game program execution in the each stage.
Also, preferably, the storage medium according to the present invention stores the match game program for enabling the game apparatus to execute the above each step. Further, in the match game processing system in which a game apparatus executes a game program using a virtual space, having a plurality of players participating therein, according to operation inputs from a player, and outputs a match game result from the result of game program execution, preferably, the above game apparatus includes: a communication unit externally acquiring ghost data representing past execution results of a plurality of stages of the game program; a display unit instructing each player to perform the operation inputs, on a stage-by-stage basis of the game program having the plurality of stages executed separately, and outputting the execution results; and a control unit executing the game program on the above stage-by-stage basis, based on the operation inputs from the player. The above control unit simply displays the past execution results of each game stage based on the acquired ghost data, according to the result of the game program execution in the above each stage.
According to the present invention, in a ghost match, a game proceeds with a simple playback of ghost data according to each play state of a player. Therefore, it becomes possible to perform the ghost match according to the play state of the player, enabling the reduction of a game time with an enhanced match effect.
In the match game processing method according to the present invention, preferably, the step of performing the simple display further includes a step of displaying at least a state at the time of starting each stage, and a state of the execution result at the time of completing each stage. Also, preferably, the storage medium according to the present invention stores the match game program for enabling the game apparatus to execute the above each step. Further, preferably, in the match game processing system according to the present invention, preferably, the control unit displays at least a state at the time of starting each stage, and a state of the execution result of the stage, so as to perform the simple display.
By this, it becomes possible to make simple display of other players more effective, enabling a more enhanced match effect.
In the match game processing method and system according to the present invention, preferably, the game signifies a game of moving a moving object on a predetermined course by hitting the moving object from a start position to an end position of the course. The stage signifies a stage of moving the moving object by hitting the moving object. Also, preferably, the storage medium according to the present invention stores the match game program for enabling the game apparatus to execute the above each step.
In the match game processing method and system according to the present invention, preferably, the step of performing the simple display further includes a step of displaying a moving state of the moving object two-dimensionally on the course perspective. Also, preferably, the storage medium according to the present invention stores the match game program for enabling the game apparatus to execute the above each step.
The match game processing method and system according to the present invention, preferably, further includes the step of registering a history of the execution result of the player obtained in the game apparatus, as the ghost data. Also, preferably, the storage medium according to the present invention stores for enabling the game apparatus to execute the above each step.
Further scopes and features of the present invention will become more apparent by the following description of the embodiments with the accompanied drawings.
The preferred embodiment of the present invention is described hereinafter referring to the charts and drawings. In the description below, a first embodiment of a match game system, processing of a participation match game, a second embodiment of the match game system, simulated match game processing and other embodiments are shown.
As shown in
As shown in
To this satellite 100, a computer which executes general information processing programs, a personal computer capable of executing programs such as golf games, or a game information processing unit such as a game apparatus and a communication apparatus including a portable telephone can be applied.
The image generation program and data executed in CPU 101 includes a program and data for controlling a game, as well as a program and data for generating and controlling images for display.
To generate display images, polygon data (vertex data) having three-dimensional local coordinate data constituting a display object and NURBS data (non-uniform rational B-spline data: data of curved surfaces and control points) are stored in advance. Then, by means of CPU 101 and a geometry processor (not shown), the local coordinates are converted into the world coordinate system by allocating the above data in the world coordinate system of the three-dimensional virtual space.
Further, viewpoint coordinates generated through the operation by a player and the progress of the game are set into the world coordinate system. Next, the object located in the range of the view field viewed from a predetermined viewpoint with a predetermined view direction and view angle is converted into the viewpoint coordinate system having the viewpoint coordinates as the origin. Then, these converted object coordinates are transmitted to a rendering processor 107.
Rendering processor 107 first performs, for the received object coordinates, interpolation processing such as light source processing, and pastes a texture data stored in a graphic memory 108 onto the object to perform detail processing onto the object surface.
Further, in order to display the object onto a display means 112 from the three-dimensional solid object, the rendering processor 107 projects the object (polygon) onto a two-dimensional plane (screen), to convert to the two-dimensional coordinate data (screen coordinate system). The rendering processor 107 generates a two-dimensional image to display preferentially from the polygon having a shallow depth on the z-coordinate, i.e. from the polygon near the viewpoint coordinates, and outputs the above generated image onto a display means 112 such as a CRT and a liquid crystal display unit.
Namely, CPU 101 and rendering processor 107 function as image generation means 117 under the control of the image generation program.
Satellite 100 is provided with an input means including an operation input switch 105, a controller 115 of golf club shape, a touch panel 116, etc. An operation of a golf club 1092 displayed on the screen (which will be described in
The touch panel 116 is disposed along a display plane of a display means 112. The touch panel 116 produces variable contact information of an indication medium such as a finger to the touch panel 116, according to the contact status of the indication means to the touch panel 116, such as varying contact pressure, and/or moving a contact position properly, by the indication medium. Thus, a variety of inputs can be made using the touch panel 116.
Namely, the touch panel 116 functions as contact detection means. Here, the contact detection means is not limited to the touch panel detecting a contact of the indication medium.
More specifically, a plurality of sensors, such as infrared sensors, may be disposed along the rim of the display means so as to cover the display plane of the display means with light (infrared) or ultrasonic waves. By identifying a particular sensor corresponding to the light (infrared) or the ultrasonic wave being intercepted by an indication medium, the coordinates (position) of the display plane may be detected, irrespective of whether or not the indication medium contacts on the display means.
Also, the detection means may also include means described below: from a scanning line on the display plane being detected from an indication medium such as a light beam gun, the indication coordinates on the display plane are detected; or with the provision of sensors disposed on each corner of the display plane, so as to detect the light (infrared) or ultrasonic wave irradiated from an indication medium, the indication coordinates (position) on the display plane are detected from a detected magnitude of the light or the ultrasonic wave, or from detected timing (time difference). In this embodiment, these are called as an indicating position detecting means.
Further, the satellite 100 includes a sound processor 109 for generating voice, and a sound memory 110 for storing the generated voice data. The sound processor 109 generates voice digital signals based on the data stored in the sound memory 110, and outputs the voice through a speaker 113 and/or a headphone (not shown).
Similarly, the satellite 100 provides with a program data storage device and a storage medium 103. A game program and data stored in such a storage medium 103 are read into the system memory 102, the graphic memory 108, and the sound memory 110. The data stored in the storage medium 103 includes information related to the game.
Moreover, such a storage medium includes an optically readable medium, such as CD-ROM and DVD-ROM, as well as an electrically readable medium including a mask ROM and a flash memory.
The satellite 100 further includes a communication interface 111, through which a network like LAN 160 is connected. The above-mentioned configuration elements of the satellite 100 are connected to a bus 114, and input/output of the program and the data between each configuration element is controlled by a bus arbiter 106.
Next, box tables provided in the server 150 shown in
These tables 150-1 through 150-5 are generated when the server 150 receives play information from each satellite 100, through periodic communication performed between the server 150 and each satellite 100, as described later in
Participation Match Game Processing
Participation match game processing will be described referring to
Hereafter, according to
(S10) After a player of the satellite 100 starts the game, the number of strokes (shots) of the player concerned is incremented by one. Here, at the start of the game, the number of strokes is initialized to zero.
(S12) The play processing is executed, which is shown in
(S14) The satellite determines whether the whole players (the whole participants) have finished a n-th stroke from the distribution data (the shot status table 150-2 shown in
(S16) If the whole players do not complete the n-th stroke, the player concerned or any other player may possibly have completed the hole at his n-th stroke by hitting the ball into the cup. Therefore, using the distribution data (the hole completion table 150-5 shown in
(S18) When the other player has holed out (cup in), the satellite 100 judges whether the number of strokes of the player concerned exceeds a value which is a predetermined number (here, 3) being added to the number of strokes of the other player consumed to hole out (which is stored in number-of-shot table 150-5 shown in
(S20) When the number of strokes of the player concerned does not exceed the value equal to the number of ‘hole out’ strokes of the other player (in the number-of-shot table 150-5 shown in
(S22) In step S16, when any other players have not holed out, the satellite 100 determines whether or not the player concerned has holed out. If the player concerned has not holed out, the processes return to step S10 so as to allow further shots of the hole.
(S24) On the other hand, if the player concerned has holed out, the satellite 100 displays a hole-out screen illustrated in
(S26) Using the distribution data (the hole completion table 150-5 shown in
Now, prior to the description of the play processing shown in
In addition to the above, a perspective display 1050 of a golf course and a hit point switch icon 1060 are displayed, as well as a viewpoint left shift button 1010, viewpoint right shift button 1020, viewpoint switch button 1030, etc.
Further, in the above image, a hole specification 1070 of each hole (hole number ‘1’, yardage ‘438’ and par ‘4’, including hole conditions of a wind speed and a wind direction), name of each player, total score of each player, number of strokes of each player, ball position 1094, club indication 1078, play time indication 1080, number-of-shots-left indication 1082, energy indication 1084 set to each player are displayed. Each indication or the like is displayed in the plane more forehand than the golf course scene and player character 1000, etc., in other words, in the foreground position of the screen, without being overlapped with each other.
Hit point switch icon 1060 sets a position of ball 1094 to be hit by club 1092, specifying the ball position to what extent the hit point thereof deviates, to the lower, right, left or upper side, from the center of ball 1094.
When a viewpoint is set in such a way that the cup is displayed right in front of ball 1094, cup location indication object 1090 is displayed on a straight line of the two-dimensional display plane connecting ball 1094 and the cup. Even in a situation such that the cup is not seen, the direction of the cup is indicated.
For example, as shown in
Further, the cup location indication object 1090 is also displayed on the two-dimensional plane of course perspective display 1050. The course perspective display 1050 displays a full perspective of a course, tee position, cup position, and present ball position in two dimensions. Further, the line from the hit position of the ball to the stop position thereof is displayed, for example, with a red line, so as to attract attention.
The hole specification 1070 indicates hole number, yardage, par strokes, wind speed and wind direction, respectively. In the shot indication 1086, for example, ‘Normal’ or the like is indicated. In the energy indication 1084, the energy held by the player character 1000 is displayed with a bar graph. This indicated energy decreases with a player's misplay and the number of ball strokes, and when the energy becomes zero, the game is terminated.
The club switch icon 1076 is provided for switch the club for use to a driver (#3 wood), iron, putter, etc. A special shot icon 1062 is provided for enabling selection of a special shot for a limited number of times. A direction change icon 1064 is provided for change the direction of the player toward the course, either in the left or right direction. The direction is changed using the left/right direction key disposed thereunder.
A current play indication 1088 indicates the number of strokes in the current screen, a par, and a yardage left.
Now, referring to
(S30) First, a play start screen for an n-th shot is displayed as shown in
(S32) It is decided whether the timer value exceeds the stroke time limit (here, 30 seconds). When the timer value exceeds the stroke time limit of 30 seconds, a swing is automatically created and shown. Namely, under the set condition, the club 1092 is automatically swung, regardless of the player's intention, and the process proceeds to step S38. This prevents a delayed play by each player, and unifies the playing time for one stroke on a player-by-player basis.
(S34) When the timer value is within the time limit, the player sets conditions on a shot screen shown in
(S36) Next, the satellite 100 judges whether or not a swing lever 115 is operated. When the swing lever 115 is not operated, the process returns to step S32.
(S38) When the swing lever 115 is either operated or the automatic swing is performed, as shown in
(S40) The satellite 100 informs the server 150 of the completion of the n-th shot, the two-dimensional coordinates of the stop position of the n-th shot (the two-dimensional coordinates), and an existence or non-existence of a hole-out or a give-up.
(S42) From the distribution data (shot state table 150-2 shown in
(S44) On the other hand, if the other player has not completed the n-th shot, as shown in
(S46) Further, as shown in
Referring to
Finally, on completion of the first shot by the player of the satellite #2, each satellite acquires information related to the first shots performed in the other satellites, through the box tables in server 150. When the completion of the first shot by the whole players are finally decided, information of the first shots by the other satellites is simply played back on the screen of the self satellite, as shown in
As such, differently from the actual golf rules that a shot is to be made from a player located further from the cup, the play herein proceeds in such a way as to uniform the number of strokes among the whole players, as shown in
Further, since the received data of the match opponents are played back on the own screen of the player of interest, simultaneous plays of the match can be simulated, instead of a match only shown as being performed separately.
Further, when a player has completed a shot earlier as shown in
(1) A simple chat is introduced in a standby screen, so as to reduce a feeling of being awaited.
(2) A time limit for one stroke is provided, so as to shift to an automatic swing when the time limit exceeds.
(3) The number stroke of the player of interest is restricted considering the number of hole-out strokes. When the number of strokes of the player concerned exceeds (a hole-out stroke number+a stroke number for restriction), the hole is automatically treated as a give-up, and thus, the waiting time of other player(s) who has holed out with a less number of strokes can be reduced.
(4) The number stroke of the player of interest is restricted considering the par strokes of the hole. When the number of strokes of the player concerned exceeds (the par strokes+a stroke number for restriction), the hole is automatically treated as a give-up, so as to prevent delayed plays by the whole players.
In the explanation of an operation at the time of hole-out shown in
Thereafter, when the other satellite(s) either holes out or gives up, the players of each satellite #1, #2, #3 and #4 acquire the information of the number of strokes by the other satellites and the information of hole-out, through the box tables in the server 150. Then, the information related to the plays of the other satellites is simply played back on the screen of the player of interest, as shown in
When the whole members have holed out or given up, the player of each satellite #1, #2, #3 and #4 acquires the hole-out information of the other satellites through the box tables in the server 150. Thus, the hole-out (or give-up) of the whole members is confirmed and settled.
In the above description, the playback in a simple form (simple playback) represents playback of a state of the ball 1094 moving on the two-dimensional course perspective display 1050. Here, in reality, the server 150 has the coordinates of a hit position and the coordinates of a stop position, and accordingly a straightforward movement of the ball is drawn, differently from an actual ball trajectory. However, an accurate ball trajectory of the other player is not necessary. This simple playback can reduce a data amount for collection and distribution to/from the server 150. Also high-speed playback can be achieved with a more reduced waiting time.
Next, referring to
(S60) When the start of the game is notified from each satellite 100, a room owner of each satellite is determined at random. Par strokes of each hole, wind information including wind speed and wind direction being set in the satellite 100 of the determined room owner are acquired from the satellite 100 of the room owner, which are then set into the table 150-1.
(S62) The above par strokes of each hole, the wind information including the wind speed and the wind direction are distributed to the whole satellites 100. These information sets are set into course conditions in each satellite 100.
(S64) From each satellite 100, play information (data in step S40 shown in
As such, since each satellite informs progress states of the plays in each satellite through the box in server 150, synchronization on a shot-by-shot basis can easily be attained.
In
Similar to the configuration shown in
In this example, one player performs a ghost match game. Accordingly, the satellite 100 acquires ghost data for 18 holes from the server 150, and starts the ghost match. Here, the ghost data includes character data (gender, equipped items, etc.) and coordinates of a ball for the whole shots in the 18 holes.
In this case also, the data of a match opponent is displayed as if a match is taking place through a simple playback on the screen of the player of interest, as shown in
Further, the satellite 100 uploads the play data of the player of the satellite concerned for 18 holes to server 150, and registers the play data in the server 150. Further, the center data base system 200 receives the ghost data newly registered in the server 150 in each shop from the server 150 through Internet 170, and registers the received ghost data. With this, the ghost data produced in one shop can be used in other shops.
Simulated Match Game Processing
Referring to
In the following, referring to
(S70) By operating an operation input switch 105, the satellite 100 selects a ghost match, and also selects a rank (beginners' class, middle class or advanced class) of the opponent(s).
(S72) The satellite 100 transmits information of the match game and the rank to the server 150, and requests data. The satellite 100 then receives play data (ghost data) of three players for 18 holes from the server 150.
(S74) The satellite 100 performs play processing using the ghost data, as will be described later in
(S76) The satellite 100 collects the play data of the self player for 10 shots, and transmits the above play data to the server 150. Similar to the aforementioned first embodiment, these play data include character data (gender, equipped items, etc.), two-dimensional coordinates of a ball hit position and two-dimensional coordinates of a ball stop position. Further, when a nice play such as a successful chip-in and a long-pat, or a misplay including a shot going out of bounds (OB) and falling into a water hazard (WH) is determined as compared with a preset play result, necessary data for three-dimensional display, such as hit position, ball condition, hit point, club, power, timing, wind direction and wind power, are also transmitted. The above processing is repeated for 18 holes, and the process is terminated.
Next, referring to
(S80) First, the satellite 100 performs a simple playback of information of a first shot of a ghost player onto the own screen, as shown in
(S82) Similar to
(S84) Next, similar to the ordinary golf rules, the play data for the second shot and thereafter are extracted from the ghost data until the player of interest becomes located furthest to the cup. Based on these ghost data, a simple playback on the own screen is performed. Namely, from the distance produced by the first shot of the player concerned, a distance left to the cup is calculated. And then the calculated distance is compared with distances left to the cup of each ghost obtained by the ghost data. Until the own ball is positioned furthest to the cup, the play data for the second shot and after are extracted from the respective ghost data, and the simple playback is performed.
(S86) When it is decided that the ball of the player concerned is furthest to the cup, in a similar way to
(S88) Then, when the player concerned has holed out, the stroke number is compared with the ghost data. If it is decided that the player concerned holed out from at the top to the third, each stroke of the other players (ghosts) who has not yet holed out is played back in a simple form on the screen of the player concerned, as shown in FIGS. 13 and 14. When the whole members have holed out, the process proceeds to the next hole, as described in step S92.
(S90) On the other hand, by comparing with the ghost data, when it is decided the player concerned holed out lastly, the process proceeds to the next hole described in step S92, because the whole members have holed out.
(S92) When the next hole is started, the honor of the hole is decided, and in a similar way to step S80, information of the first shots of each ghost is played back in a simple form, until the turn comes to the player concerned. The process then returns to step S82.
In these steps S80, S84 and S88, as shown in
Next, referring to
(S100) In response to a request from the satellite 100, 18-hole ghost data for three players, of which ranks meet the request from the player, are transmitted to the satellite 100.
(S102) The server 150 receives the data for 10 shots transmitted from the satellite 100 in the above-mentioned step S76.
(S104) The server 150 decides whether the 18-hole play data have been acquired. If the 18-hole play data have not been received yet, the process returns to step S102.
(S106) On the other hand, on deciding that the 18-hole play data have been received from the satellite 100, the server 150 further decides whether or not the number of the 18-hole play data having been received exceeds the number of restricted shots (here, 100 shots). If the number is the restricted number or more, the data concerned are cut (deleted). Namely, the play data which produce a long ghost-match time are cut, because too much data lessen interest of the opponent player of the ghost play, and the play time becomes long.
(S108) Meanwhile, when the number of 18-hole play data received from the satellite 100 is less than the restricted number (here, 100 shots), the server 150 transmits the 18-hole play data to the center database system 200 via Internet 170, as new ghost data. For example, the above transmission is performed after the shop is closed, at midnight, etc., namely, at the time when the server 150 and the network is relatively idle, so as to reduce a traffic amount at busy hours.
Next, referring to
(S110) As shown in
(S112) The center database system 200 separates the received ghost data into groups. For example, from the number of shots for the 18 holes, the ghost data decides either of the beginners' class, the middle class and the advanced class, and also decides whether the data are to be registered in the top ten of the month. The center database system 200 then stores into a database according to the decided classes.
(S114) The center database system 200 transmits the newly registered ghost data to each in-shop server 150 through Internet 170. In this case also, the transmission is performed after the shop is closed, at midnight, etc., namely, at the time when the server 150 and the network is relatively idle, so as to reduce a traffic amount at busy hours.
As such, in the ghost match, in a similar way to the ordinary golf rules, the player having the ball in the furthest position to the cup hits first. Until the player of interest becomes furthest to the cup, the information of the second shots and after of the ghost player(s) is played back in a simple form on the own screen of the player, as shown in
Further, in the simple playback, since ball movements of the ghosts are displayed on a course perspective display, the feeling of reality of the ghost plays can be enhanced. In addition, a detailed display can improve the feeling of reality of the ghost play, which makes the match more exciting.
Also, the own play data of the player of interest is also registered in the database as ghost data, and a rank is assigned to the player. Thus, it becomes possible to have a match against the player himself in the past, which also makes the golf play more exciting.
Further, since a ghost data portion having too many shots to interest the player is deleted by the server 150, registration of wasteful ghost data, which may results in a waste of the database, can be prevented.
In the aforementioned embodiment of the present invention, a golf game for 18 holes has been described. However, the present invention may be applicable to a half-round (9-hole) golf play, and also to a single-hole play. Further, although a match game has been explained using the golf game, the present invention may also be applicable to other games in which a multiple of persons participate and the participants compete by performing a play such as a shot for a plurality of times. For example, the present invention is applicable to a game in which the game proceeds to the second stage when the first stage is cleared.
Similarly, although the description has been made on an in-shop system, the method of the present invention can be applied to a form such that each individual connects a game apparatus to a server through the Internet. In addition, it is also possible to connect between the game apparatuses via the Internet, etc., or directly through the connection using a communication cable or through the wireless connection, without intervention of the server.
To summarize the effects of the present invention, plays are synchronized on a stage-by-stage basis of the plays of each player. Therefore, the completion of the game can be achieved with a reduced waiting time of each player. Also, at the completion of each stage, the received data of the opponents can be played back onto the screen of each player, enabling the match to proceed as if the players were really playing a match. Further, in a ghost match, the game proceeds with a simple playback of ghost data according to the execution results of players. This enables a ghost match to proceed depending on the execution result of the players, which further enables a shortened game time, as well as an enhanced match effect. With this, it can be expected to increase interest in a relatively long-time game such as a golf game, and contribute to an increase of the revenue of amusement facilities.
The foregoing description of the embodiments is not intended to limit the invention to the particular details of the examples illustrated. Any suitable modification and equivalents may be resorted to the scope of the invention. All features and advantages of the invention which fall within the scope of the invention are covered by the appended claims.
Number | Date | Country | Kind |
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2004-144935 | May 2004 | JP | national |