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Patent 2535087 Summary

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(12) Patent: (11) CA 2535087
(54) English Title: GAME EXECUTION METHOD, AND GAME SYSTEM
(54) French Title: PROCEDE D'EXECUTION DE JEU ET SYSTEME DE JEU
Status: Deemed expired
Bibliographic Data
(51) International Patent Classification (IPC):
  • A63F 13/45 (2014.01)
  • A63F 13/30 (2014.01)
  • A63F 9/14 (2006.01)
(72) Inventors :
  • SERIZAWA, NARITO (Japan)
  • WASHIO, MANABU (Japan)
  • IZUNO, HIROYUKI (Japan)
(73) Owners :
  • SEGA ENTERPRISES, LTD. (Japan)
(71) Applicants :
  • SEGA ENTERPRISES, LTD. (Japan)
(74) Agent: BERESKIN & PARR LLP/S.E.N.C.R.L.,S.R.L.
(74) Associate agent:
(45) Issued: 2009-01-20
(22) Filed Date: 1997-10-09
(41) Open to Public Inspection: 1998-04-16
Examination requested: 2006-02-10
Availability of licence: N/A
(25) Language of filing: English

Patent Cooperation Treaty (PCT): No

(30) Application Priority Data:
Application No. Country/Territory Date
8-268477 Japan 1996-10-09
9-126546 Japan 1997-05-16

Abstracts

English Abstract

An object is to provide a free-entry type of race game apparatus wherewith a player can join at any time. This is a race game that simulates an endurance race in which many vehicles run for a long period of time. The vehicles are continually running on the track (ST 1), from which number a player selects any vehicle at will (ST 3) and joins the race in progress (ST 4 , 5). The game is terminated on the basis either of a pass count indicating the number of cars passed (or passed by) (ST 6), or a limiting time (ST 7).


French Abstract

Un objet doit fournir un type gratuit d'appareil de jeu de course auquel un joueur peut se joindre à tout moment. Il s'agit d'un jeu de course qui simule une course d'endurance pendant laquelle plusieurs véhicules font la course pendant longtemps. Les véhicules roulent en continu sur la piste (ST 1), un joueur sélectionne parmi eux le véhicule de son choix (ST 3) et rejoint la course (ST 4 , 5). Le jeu se termine sur la base d'un nombre de dépassements indiquant le nombre de véhicules passés (ou dépassés) (ST 6), ou d'un temps limite (ST 7).

Claims

Note: Claims are shown in the official language in which they were submitted.




67

Claims:


1. A game system comprising:
game execution means for enabling a plurality of players to join
together and compete in a common game, the game execution means for
allowing, when separate players joins midway a first part of said game being
participated in by players in a first group, the separate player to join
midway
the first part in said game without affecting the result of the first part of
the
game;
player setting means that, when the first part in said game has
been concluded, selects specific players in the first group based on the
competition results for the first part in that game and automatically sets
players in a new second group formed by adding said separate player to said
specific players; and
game continuation means for causing said automatically set
players in the second group to automatically participate in the second part in

said game, said second part being continuous with the first part and for
continuing said game.

2. The game system according to claim 1, wherein said game is a
driving game in which vehicles are used in competing in game space.

3. The game system according to claim 2, wherein said pseudo-
game execution means are means for providing competition against vehicles
controlled by a computer comprised by the system.

4. The game system according to claim 3, wherein said player
setting means comprise: judgment means for determining the finish of a
certain scope of said driving game; determining means for determining results
of said driving game when said finish has been determined; and setting
means for setting said new plurality of players to which has been added said
other players and said continuing players for said game designated after



68

comparing the results of the first-mentioned game against predetermined
conditions.

5. The game system according to claim 4, wherein said certain
scope of said driving game is a scope wherein a closed course, from start to
finish, is run a prescribed number of times, in the virtual game space of said

driving game.

6. A game execution method wherewith a plurality of players can
participate competitively together in a common game;
wherein, when separate player joins midway a first part of said
game being participated in by players in a first group, the separate player is

made to join the first part in said game without affecting the result of the
first
part of said game;
when the first part in said game has been concluded, specific
players in the first group are selected based on the result for the first part
in
that game competition and players in a new second group are automatically
set by adding said separate player to said specific players; and
said automatically set players in the second group are
automatically made to join the second part being continuous with the first
part,
and said game is continued.

Description

Note: Descriptions are shown in the official language in which they were submitted.



CA 02535087 1997-10-09
1
GAME EXECUTION METHOD, AND GAME SYSTEM
BACKGROUND OF THE INVENTION
1. ~,'_eld of the Invent,'_on
This invention concerns a game processing method, game
apparatus, and game execution method. More specifically, it
concerns the processing for games such as driving (auto race) games
in which an object such as an automobile is made to move on a monitor
screen in response to the manipulations of a player. It also
concerns a game system and game method for conducting a driving
(auto race) game, for example, comprising a plurality of consoles
interconnected via communications means , wherewith a plurality of
players compete with each other between the consoles.
2. Description of the Related Art
With the advances being made in computer graphics technology
in recent years, image processing apparatuses are being proposed
for providing various kinds of images. Among these apparatuses
are~those used in so-called TV game apparatuses, such as race games,
shooting games, simulation games, and action games.
Whether these game apparatuses are used in the home or in
business, there is a demand for displaying images more vividly and
realistically. In general, game apparatuses comprise a game
apparatus main unit having a built-in computer for executing
previously stored game programs, a controller for sending control
signals to the computer to issue movement commands to objects
represented in the game, a display for displaying images associated


CA 02535087 1997-10-09
2
with the game development as the game program is executed by the
computer, and an audio unit for generating audio to accompany the
game development.
In recent game apparatuses, in order to make the screens
high-quality and powerful, image data are defined in virtual
three-dimensional coordinate space to position objects ("player
characters" or "player drivers" ) and background items, etc. , and
to display scenes which are viewed from prescribed viewpoints.
Game apparatuses that handle driving games ( auto race games )
constitute one field among game apparatuses configured in this way,
and among them, in turn, are contest games in which a plurality
of players participate and compete for standings.
In the contest games already existing, however, such as
driving games, it has been impossible to enter the game once it
has already been started. In a system supporting communication
between a plurality of game apparatuses that are interconnected,
for example, a demonstration is first displayed to attract
participants. Seeing this, multiple players start the game
simultaneously, and match their skills against one another. The
general rule with game apparatuses such as this is that the game
must be started simultaneously in order for the plurality of players
to compete fairly for standings . For example, if four people have
first started to play a game in normal fashion, and then a friend
of theirs comes along, he or she will not be able to participate
in the game already begun. Thus conventional game apparatuses,
while touting their communications capabilities, can only support


CA 02535087 1997-10-09
3
play between a circle of friends, and do not perform the role of
true "communications" that would allow play by an indefinite number
of people.
In the driving games already existing, moreover, the method
adopted for determining that a game is over is a time-expiration
control system that terminates the game if the prescribed course
is not finished within a certain time period. This time-expiration
system is mainly suitable for stand-alone installations. It is
not always suitable, in terms of game interest, in multi-play
implementations in which an indefinite number of players can enjoy
the game using a plurality of game apparatuses that support
intercommunications. With the time-expiration system, for
example, whether or not to extend a game is left up to the top player
only, so that the following players can only aim at the top position
in a race while not knowing when that race might end. When this
is the case, patterns may develop in which a game is continued
irrespective of the will of the players, or it might be impossible
to reach the top position due to a spontaneous accident that happens
irrespective of the relative skill ( technique ) of the player, with
the game then being terminated irrespective of the will of the
players.
The present invention has been devised in order to resolve
the problems noted above, and an object thereof is to provide a
game processing method and game apparatus wherewith players may
join at any time, and wherewith game development is predicated on
the skill and luck of the players themselves, so that improper game


CA 02535087 1997-10-09
4
terminations can be eliminated.
As already noted, in conventional competition games, such as
driving games, for example, it is not possible for a player to join
in after the game has already been started. In a
communications-capable game system wherein a plurality of game
apparatuses are interconnected, a demonstration isfirst displayed
to attract participants. Seeing this, a plurality of players start
the game simultaneously, and match their skills against one another.
Ordinarily, with such a game system as this , the game is begun with
a simultaneous start. Thus, if, for example, four people begin
competitive play via communications, and then another participant
comes along, that other participant cannot join the game that is
already in progress . He or she must wait for the competitive game
in progress to end before joining the competitive play.
In this competitive game, in the case of a driving game, the
method adopted for determining that a game is over is the
time-expiration control system which terminates a game if a
prescribed course is not completed within a certain time. When
a game terminates by meeting this condition, the race standings,
etc., are displayed. At this juncture, new participants may join
the game (or replace losing players ) , so that communications-based
competitive play is resumed with a new plurality of players. In
other words, when communications-based play is to be continued,
the steps of "game termination, " "addition of ( replacement by) new
participants, " and "game resumption" are necessary, in that order,
between one game and the next. It has been pointed out that the


CA 02535087 1997-10-09
a
excitement over and interest in the competitive play can be
extinguished by this "between" time.
Furthermore, in a conventional driving game, new participants
are solicited (determined) every time a game is over, so that a
5 player who has won first place in the last game has little sense
of "surviving. " In other words, there is no game continuity wherein
the results of previous games are automatically reflected by the
system. Thus a skillful player can do nothing more than continue
making high-scoring games, one at a time. This can greatly diminish
one's interest in the game.
An object of the present invention, which has been devised
in order to resolve the problems noted above, is to provide a
free-entry multiple-player competition game system and game
execution method wherewith other players can join (enter) a
communications-based competitive game at any time, the "between"
time between one game and the next is eliminated so that multiple
games can be carried on continuously, and game results are handled
so that the results of previous games are automatically reflected
in succeeding games.
SUMMARY OF TH;~~NVENTIOj~I
A game system according to the present invention comprises:


CA 02535087 1997-10-09
5a
game execution means that enable a plurality of players to join
together and compete in a common game; pseudo-game execution means
for permitting other players to artificially join a game in progress
when there are such other players to join such game in progress;
player setting means that, when competition of a certain scope in
the game has been concluded, reflects the competition results for
that game and automatically sets a new plurality of players to which
the other players have been added; and game perpetuating means for
causing the automaticallyset plurality of playersto automatically
participate in the game and for perpetuating that game.
In this way, players joining a game in progress can participate
artificially in the game from the time they join it, and then, after
the game has reached a certain stage, they can continue to
participate, but now as official competing members, in the next
scope of the game that will be automatically and continuously
executed.
Preferably, the game noted above should be a driving game in
which vehicles are used in competing in the game space. In this
way it is possible to provide free-entry driving games which can
be joined at any time even when a game is in progress.
The first embodiment of the pseudo-game execution means noted
above involves means for providing competition with vehicles
controlled by a computer comprised by the system. In this way,
players joining while a game is in progress, although in a holding
state waiting to join an official competition, can immediately join
a pseudo-game based on a computer competition. Thus the sense of


CA 02535087 1997-10-09
5b
tedium while in the holding state can be eliminated.
One embodiment of the player setting means noted above
comprises judgment means for determining the finish of a certain
scope of the driving game; determining means for determining the
results of the driving game when the finish has been determined;
and setting means for setting the new plurality of players to which
has been added the other players and the continuing players for
the game designated by comparing the results of the first-mentioned
game against predetermined conditions . In this way, it is possible
to provide games wherein there is a sense of "survival" that
reflects the results of the driving game in the next circuit battle.
One embodiment of the certain scope of the driving game noted
above is the scope wherein a closed course, from start to finish,
is run a prescribed number of times, in the virtual game space of
a driving game. In this way, the prescribed number of circuit runs
can be made the game unit, so that driving games of this game unit
can be repeated continuously, and so that joining a game of that
game unit that is in progress can be handled at any time. A player
joining such a game in progress is able to artificially join that
game currently in progress, and can then automatically join the
game at the next game unit as an official member. After one
game-unit game has ended, the next game-unit game continues
automatically without interruption.
A game execution method according to the present invention
is a game execution method wherewith a plurality of players can
participate competitively together in a common game; wherewith,

CA 02535087 1997-10-09
5c
when other players join the game while it is in progress, those
other players are allowed to participate artif icially in the game
in progress; wherewith, when a certain scope of the competition
in the game has been concluded in the game space, the results of
that game competition are reflected and a new plurality of players
to which the other players have been added is automatically set;
wherewith this automatically set plurality of players is
automatically made to join the game; and wherewith that game is
perpetuated. In this way, the same operational benefits as
provided by the game system described in the foregoing are obtained.
Also disclosed herein is a game apparatus which
comprises advancing means for continuing and advancing a race
game involving a plurality of vehicles irrespective of
whether or not players are present; selection means for the
selection by a player of one of the plurality of vehicles;
control shifting means for shifting the control of a selected
movable object to a player; and control termination means for
terminating control by the player when the selected vehicle
has satisfied certain conditions.
This type of race includes car races, seagoing races,
airplane races, and spacecraft races, etc. The race is
perpetuated automatically by a CPU, for example, and a player
can join a race whenever he or she so desires. Accordingly,
it is possible for a game to be always advancing,
irrespective of the presence or absence of players, so that
new situations can continually be enjoyed.

CA 02535087 1997-10-09
6
The apparatus may include advancing means for
automatically advancing a game, following a predetermined
program, and automatically controlling a plurality of
objects; selection means for permitting a player to select
one of a plurality of objects; control shifting means for
shifting the control of the object selected by the player to
the player; and control termination means for terminating
control by the player when the selected object has satisfied
certain conditions.
This type of game includes non-time-restricted battle
games and war simulation games, etc. In the case of a race
game, moreover, this might extend to situations where a
racing machine is making a pit stop, for example.
Said advancing means may comprise: parameter changing
means for changing the performance parameters of the vehicle
or object as time elapses; replenishing means for moving the
selected vehicle or object, by the control of the player, to
a designated position
25


CA 02535087 1997-10-09
7
for the purpose of restoring the performance parameters; and
reinstating means for reinstating the vehicle or object after the
performance parameters have been restored.
In a real auto race, for example, there are pit stops, and
here these are incorporated into the game. As the distance that
a vehicle runs lengthens, there is a degradation of various
performance factors. These situations are also simulated in the
game. An example of a process for restoring these parameters is
the pit stop in an auto race. It is also permissible to make it
possible to regulate the degree of parameter restoration according
to the type of replenishment selected in the replenishing step,
the elapsed time, or the condition of the vehicle, etc. Performance
parameters might include, for example, tire wear rate, engine
performance, transmission performance, steering performance, and
fuel remaining, ete.
The advancing means may comprise environmental condition
changing means for changing the environmental conditions as
the game advances.
The track surface and weather conditions might be
continually changing, for example, until reset. Or the
debris scattered onto the track surface by a crash might be
left there. This would permit a more realistic game
progression to be enjoyed.
The advancing means may maintain the number of vehicles
or objects constant.


CA 02535087 1997-10-09
Since the number of vehicles, etc., that are racing is kept
constant, the race can always be conducted fairly. However, it
is also possible to implement these as means for handling customers
by having a distributor or operator perform setting operations.
The advancing means may set environmental conditions for
the progress of the game by selecting from among a plurality
of predetermined environmental conditions.
For example, an operator might make the initial environmental
condition settings. These environmental conditions may contain
such elements as track surface conditions, temperature, humidity
(coefficient of friction between tires and track surface) , presence
of debris or oil on the track, when rain is to start and stop, etc .
Accordingly, all kinds of race developments can be expected even
with the same game apparatus, so that more interesting game
progressions can be enjoyed.
The selection means may comprise a position detection
means for finding the position of the selected vehicle or
object; and a situation changing means for changing the
situation of the selected vehicle or object when the
prescribed position where a player is to join a game in
progress is far from the position of the selected vehicle or
object; and the control shifting means comprises a first
vehicle control means for shifting the control of the selected
vehicle or object to the player, after waiting for the
selected vehicle or object to approach the prescribed position
where the


CA 02535087 1997-10-09
9
player is to join a game in progress, when the prescribed position
is close to the position of the selected vehicle or object; and
a second vehicle control means for moving the selected vehicle or
object to the prescribed position where the player is to join a
game in progress, and transferring the control of the selected
vehicle or object to the player, when the prescribed position is
close to the position of the selected vehicle or object.
The situation changing means noted above are not a mandatory
component; vehicle control may be transferred without changing the
situation whatsoever.
Because the selected vehicle is to enter a race in progress,
it is necessary to naturally return to the start position by some
method or other, and to transfer control over to the player. If
the distance is short to the start position, then the start position
can be naturally attained by moving the vehicle without changing
its situation. If that distance is considerable, then the vehicle
is returned naturally to the start position by changing its
situation. In an auto race, for example, a mishap or other trouble
may be generated to stop the race, and then the vehicles may be
pulled to the start position by wreckers. In this way, faster and
natural control transfer is made possible.
The selection means may select the vehicle or object to
which a mark is attached corresponding to an input mark.
One possibility, for example, is to have the number of
the game console used as the number of the vehicle. If a
console is

CA 02535087 1997-10-09
unattended, then that car can be driven. This method is readily
understood by players.
The control terminating means may comprise a
determination means for terminating control based on a pass
count that indicates the number of times a passing encounter
has occurred between the selected vehicle or object and other
vehicles or objects.
The pass count for the vehicle or object may be
determined by measuring the position of the vehicle or object
10 with reference to designated points within blocks provided
along the course.
In an auto race, the pass count is kept by adding 1 every
time a vehicle passes an opponent, and subtracting 1 every
time that vehicle is passed by an opponent. The pass count at
the beginning of a game is set to an appropriate initial
value. Pass counts make processing easy even when
participants are permitted to join while a race is in
progress.
The control terminating means may comprise score
computing means for computing scores relating to the
competition results of the players.
In a point-scored game, for example, scores may be
computed on the bases of distance run, times clocked, or
number of opponents passed within a certain time frame in
minutes or distance frame in kilometers.

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11
The control terminating means may terminate the control
by that player when a prescribed amount of time has elapsed.
A time limit might be imposed, for example, by stopping
the race after 24 hours.
Also disclosed herein is a game processing method that
perpetuates a race game, irrespective of the presence or
absence of players, comprising: a selection step by which
players select vehicles from among a plurality of vehicles
during a race; a joining step by which players join the race
using the selected vehicles; a game perpetuating step that
perpetuates the race game with the plurality of vehicles that
includes the selected vehicles; and a game-termination
processing step that terminates the game when the selected
vehicles have satisfied prescribed conditions.
This type of race includes auto races, seagoing races,
airplane races, and spacecraft races, etc. The race is
perpetuated automatically by a CPU, for example, and a player
can join a race whenever he or she so desires.


CA 02535087 1997-10-09
lla
The joining step may comprise: a position detection step
for determining the position of the selected vehicle; a first
vehicle control step that, when the position of the selected
vehicle is close to the prescribed position where a player is
to join a race in progress, waits for the selected vehicle to
draw near to the prescribed position, and then transfers
control of the selected vehicle to the player; a situation
15
changing step for changing the


CA 02535087 1997-10-09
12
situation of the selected vehicle when the position of the selected
vehicle is far from the position where the player is to join the
race in progress; and a second vehicle control step that forces
the selected vehicle to move to the prescribed position and then
transfers control of the selected vehicle to the player.
The situation changing step noted above is not a mandatory
component; it is permissible to transfer the control of a vehicle
without changing its situation.
Because the selected vehicle is to enter a race in progress,
it is necessary to naturally return to the start position by some
method or other, and to transfer control over to the player. If
the distance is short to the start position, then the start position
can be naturally attained by moving the vehicle without changing
its situation. If that distance is considerable, then the vehicle
is returned naturally to the start position by changing its
situation. In an auto race, for example, a mishap or other trouble
may be generated to stop the race, and then the vehicles may be
pulled to the start position by wreckers.
The game perpetuating step may comprise: a parameter
changing step that changes the performance parameters of the
vehicles as time elapses; a replenishing step for moving the
selected vehicle to a prescribed position for restoring the
performance parameters thereof; and a reinstating step for
reinstating the vehicle in the race after the performance
parameters have been restored.

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13
In a real auto race, for example, there are pit stops, and
here these are incorporated into the game. As the distance that
a vehicle runs lengthens, there is a degradation of various
performance factors. These situations are also simulated in the
game. An example of a process for restoring these parameters is
the pit stop in an auto race. It is also permissible to make it
possible to regulate the degree of parameter restoration according
to the type of replenishment selected in the replenishing step,
the elapsed time, or the condition of the vehicle, etc. Performance
parameters might include, for example, tire wear rate, engine
performance, transmission performance, steering performance, and
fuel remaining, etc.
The game-termination processing step may determine when
the game is over based on a pass count indicating the number
of passing encounters between the selected vehicle and other
vehicles. A game apparatus according to the present invention
is such that the pass count for the vehicle is determined by
measuring the position of the vehicle with reference to
designated points within bloc ks provided along the course.
In an auto race, the pass count is kept adding 1 every
time a vehicle passes an opponent, and subtracting 1 every
time that vehicle is passed b y an opponent. The pass count at
the beginning of a game is set to an appropriate initial
value.
A game apparatus may comprise: a plurality of game
machines, each comprising: an image processor


CA 02535087 1997-10-09
14
for generating game screens; and a communications controller that
is connected to the image processor and that performs control while
communicating with the other equipment; and connection means for
connecting the communications controllers of the plurality of game
machines; wherein the image processors execute all of the processes
noted above.
A game apparatus may comprise:
control means for obtaining information on race conditions from
at least one of the plurality of game machines and determining
display images; and an external monitor or monitors for displaying
the display images determined by the control means.
The controller determines images that the players can
reference in response to the situations of the vehicles that are
contesting a race. For example, if the distance between vehicles
is great, this can be plotted on a map and displayed, and if small,
this can be displayed as a camera cut . If one vehicle enters the
pits, that situation can be displayed. If trouble develops, the
affected vehicles can be displayed. And when the game is over the
award ceremony or victor can be displayed.
Each of the plurality of game machines may comprise a
display unit for displaying information concerning race
conditions.
The display unit may display who is in the lead, what lap
the leader is on, or which players are present, etc.
In the plurality of game machines, each of the image

CA 02535087 1997-10-09
processors, respectively, may process previously allocated
data, and each of the communications controllers,
respectively, may output processed data to the other game
machines, receive data processed by the other game machines,
5 and write these data to a memory in the image processor.
Data are processed in prescribed periods. When the
processing in one period is finished, all of the game machines
access data processed by the other game machines.
Accordingly, all data are processed while leveling out the
10 processing burden by distributed processing, so that all of
the game machines can use all of the data. This facilitates
efficient data processing.
Further disclosed herein is a recording medium in which
are recorded procedures for causing processors to function as
15 one or other of the means noted in the foregoing, namely the
advancing means, selection means, control means, and control
termination means. This recording medium may be, for example,
a floppy disk, magnetic tape, photomagnetic disk, CD-ROM, DVD,
ROM cartridge, RAM memory cartridge with battery backup, flash
memory cartridge, or non-volatile cartridge. The recording
medium is something on which information (mainly digital

CA 02535087 1997-10-09
15a
data and programs) is recorded by some physical means, and
with which the prescribed functions can be elicited from a
processor such as a computer or dedicated processor.
Communications lines such as radio or telephone lines are also
included in such recording media.
15


CA 02535087 1997-10-09
7. 6
Fig. 1 is a functional block diagram of a game apparatus
concerning a first embodiment of the present invention;
Fig. 2 is a functional block diagram of communicating game
apparatuses concerning the first embodiment of the present
invention, configured with four of the game apparatuses of Fig.
1;
Fig. 3 is a functional block diagram of another set of
communicating game apparatuses concerning the first embodiment of
the present invention;
Fig. 4 is an external view of communicating game apparatuses
concerning the first embodiment of the present invention;
Fig. 5 is a flow chart for the processing in a game apparatus
of the first embodiment of the present invention;
Fig. 6 is a vehicle selection screen for explaining the
25
processing in a game apparatus of the ffirst embodiment of the


CA 02535087 1997-10-09
17
present invention;
Fig. 7 is a zoom screen for explaining the processing in a
game apparatus of the first embodiment of the present invention;
Fig. 8 is a driving screen for explaining the processing in
a game apparatus of the first embodiment of the present invention;
Fig. 9 is a diagram depicting a camera perspective in a game
for explaining the processing in a game apparatus of the first
embodiment of the present invention;
Fig. 10 is a start screen for explaining the processing in
a game apparatus of the first embodiment of the present invention;
Fig. 11 is a detailed vehicle selection screen for explaining
the processing in a game apparatus of the first embodiment of the
present invention;
Fig. 12 is a race screen for explaining the processing in a
game apparatus of the first embodiment of the present invention;
Fig. 13 is a pit-stop screen for explaining the processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 14 is a game-over screen for explaining the processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 15 is a game-over screen for explaining the processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 16 is a continue screen for explaining the processing
in a game apparatus of the first embodiment of the present


CA 02535087 1997-10-09
18
invention;
Fig. 17 is a course plan for explaining the processing in a
game apparatus of the first embodiment of the present invention;
Fig. 18 is a flowchart for pass-count processing in a game
apparatus of the first embodiment of the present invention;
Fig. 19 is course plan for explaining pass-count processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 20 is a block plan for explaining pass-count processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 21 is an explanatory diagram of distributed processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 22 is an explanatory diagram of distributed processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 23 is a flowchart for external monitor display processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 24 is a flowchart for leader marker lighting processing
in a game apparatus of the first embodiment of the present
invention;
Fig. 25 is a summary flowchart indicating one example of entry
processing in a game apparatus in a second embodiment of the present
invention;


CA 02535087 1997-10-09
19
Fig. 26 is a summary flowchart indicating subroutine
processing for setting new participants in a game apparatus of the
second embodiment of the present invention;
Fig. 27 is an explanatory diagram indicating working examples
of entry processing in a game apparatus in the second embodiment
of the present invention; and
Fig. 28 is a diagram of a screen as viewed from the cockpit
of a pseudo-vehicle in a game apparatus in the second embodiment
of the present invention.
IO DRSC'RTPTTON OF THE PREFERRED EMBODIMENTS
First Embodiment
A first embodiment of the present invention will now be
described, making reference to the drawings.
Fig. 1 is a block diagram of an image processor and a game
apparatus in which that image processor is used which concern one
embodiment of the present invention. This game apparatus
comprises the main components of a game apparatus main unit 10,
an input apparatus 11, and output apparatus 12, a TV monitor 13,
a speaker 14, a display unit 15, and a leader marker 16.
The game apparatus main unit 10 comprises, in addition to a
CPU ( central processing unit ) 101 , a ROM 102 , RAM 103 , sound unit
104, input/output interface 106, scroll data processor 107, terrain
data ROM 109, geometalizer 110, shape data ROM 111, drawing unit
112 , texture data ROM 113 , texture map RAM 114 , frame buf f er 115 ,
image synthesizer 116, and D/A converter 117.
The CPU 101 is connected by a bus line to the ROM 102 which


CA 02535087 1997-10-09
stores the prescribed programs, etc. , RAM 103 which stores data,
sound unit 104, I/O interface 106, scroll data processor 107, and
geometalizer 110. The RAM 103 is made to function as a buffer,
so it performs such functions as writing various kinds of commands
5 to the geometalizer 110 (object display, etc.), and does
matrix-writes when processing conversion matrices.
The I/0 interface 106 is connected to the input apparatus 11
and output apparatus 12, by which means the operating signals such
as from the steering wheel of the input apparatus 11 are taken into
10 the CPU 101 as digitalized values. Signals generated in the CPU
101 can be output to the output apparatus 12. The sound unit 104
is connected via a power amplifier 105 to a speaker 14, and audio
signals generated by the sound unit 104 are power-amplified and
then sent to the speaker 14.
15 In this embodiment, the CPU 101, following the program stored
in the ROM 102, reads out control signals from the input apparatus
11, terrain data from the terrain data ROM 109, and shape data
(objects such as "subject vehicles" and "opponent vehicles," and
three-dimensional data such as "moving track," "terrain," "sky,"
20 "spectators," "buildings," and other background) from the shape
data ROM 111. The CPU 101 also performs at least such vehicle
simulation processing as determining when there is contact between
a vehicle and the terrain (impact), computation of the behavior
of all vehicles, computation of body behavior (this is analogous
to suspension behavior and will be described in detail
subsequently), and determinations of collisions between vehicles.


CA 02535087 1997-10-09
21
The CPU 101 employs a three-dimensional coordinate system
(global coordinate system) commonly called a right-handed
coordinate system. The CPU reads terrain shape data from the
terrain data ROM 109 and vehicle and other shape data from the shape
data RoM 111, subjects these data to processing in response to input
signals, and configures running images in which multiple vehicles
are arranged in the coordinate system described above. These
vehicles are made up of subject vehicles that can be driven by
players and other vehicles (which may also be called opponent
vehicles, as used above) that are controlled by the game apparatus.
Vehicle behavior processing simulates vehicle movements in
virtual space according to player operating signals from the input
apparatus 11. After coordinate values are determined in
three-dimensional space, a conversion matrix for converting these
coordinate values to a visual coordinate system and shape data
(vehicles, terrain, etc. ) are designated in the geometalizer 110.
The CPU 101 is connected to the ROM 109 which holds data in which
vehicles are defined as oval models for the purpose of determining
impacts, and these predetermined data are passed to the CPU 101.
At this time, the CPU 101 primarily determines impacts between
the terrain and the four wheels of the vehicles that are the objects,
determines collisions between vehicles, and determines, when
necessary, impacts between vehicles and structures. When making
these determinations and computing vehicle behavior, the CPU 101
is also configured so that it will mainly handle floating decimal
point computations. Consequently, vehicle-related contact


CA 02535087 1997-10-09
s
22
determinations (impact determinations) are performed by the CPU
101, and the results thereof are provided to the same CPU 101, so
the CPU processing load is reduced, and the contact determinations
are performed more quickly.
The geometalizer 110 is connected to the shape data ROM 111
and the drawing unit 112. In the shape data ROM 111 are defined
graphics and shapes (body coordinate system) of such objects as
subject vehicles and opponent vehicles, made of combinations of
multiple polygons, and such background as the terrain and sky. (The
number of polygons here can be selected as appropriate.) These
definitions are made up, for example, of a list of apex coordinate
values for the polygon group or groups used (polygon list: these
coordinate valuesare conffigured of three-dimensionaldata),alist
of polygon surfaces wherein any four points in the apex list are
designated by apex number, something that represents standard
positions for determining the order in which the polygons are to
be displayed, and lists of attributes designating whether one side
or both sides of a polygon should be displayed, and polygon surface
attributes of elements, etc., that apply two-dimensional pictures
( called either "bit map data" or "texture" ) to the polygons , etc .
The CPU 101, based on data from the ROM 111, performs modeling
conversions for arranging these player characters, as solid bodies
made up of multiple polygons (being polygons which are mainly
tetrahedrons having four apexes, or triangles in which two of the
apexes therein coincide), in the three-dimensional coordinate
system (world coordinate systemj. Then the CPU 101 executes


CA 02535087 1997-10-09
23
perspective conversion based on the point of view, as already
discussed, after which it performs three-dimensional clipping.
For this purpose the CPU 101 reads the coordinate value list,
polygon surface list, and polygon surface attribute list, etc.,
as described above, out of the ROM 102. Then the CPU 101 passes
these data to the geometalizer. The geometalizer takes the data
designated in conversion matrices sent from the CPU 101 and subjects
them to a see-through conversion, then executes two-dimensional
clipping, and obtains data converted to the visual coordinate
system from the world coordinate system in three-dimensional
virtual space.
The drawing unit 112 adds texture to the converted shape data
in the visual coordinate system, and outputs these to the frame
buffer 15. In order to perform this texture addition, the drawing
unit 112 is connected to the texture data ROM 113 , to the texture
map RAM 114, and also to the frame buffer 115.
The terrain data ROM 109 contains relatively roughly (simply)
defined shape data such as is sufficient for determining contacts
between either vehicles and terrain or between two or more vehicles .
The shape of a vehicle is defined here as a rectangle, for example,
for the purpose of determining impacts. The data stored in~the
shape data ROM 111, on the other hand, which pertain to shapes that
conf figure vehicle and background screens , etc . , are def fined more
exactingly.
The scroll data processor 107 processes text characters and
other data on the scroll screens . This processor 107 and the frame


CA 02535087 1997-10-09
24
buffer 115 both lead via the image synthesizer 116 and D/A converter
117 to the TV monitor 13. By these means, the polygon screens
(simulation results) of vehicles and terrain (background)
temporarily stored in the frame buffer 115, and the scroll screens
of textual information such as vehicle speeds and lap times, are
combined according to designated priorities, and the final frame
image data are generated. These image data are converted by the
D/A converter 117 to analog signals and sent to the TV monitor 13,
whereupon the driving game images are displayed in real time.
The communications interface 118 supports data communications
between the CPU 101 and the other devices. This communications
interface 118 comprises converters for converting parallel data
on the CPU bus to serial data, or serial data back to parallel data,
and a controller for establishing communications protocols.
The input apparatus 11 comprises a steering wheel, accelerator,
brake pedal, shifter, and view-change switch, etc., while the
output apparatus 12 comprises a steering wheel road-feel feedback
mechanism and various lamp indicators, etc. The steering wheel
road-feel feedback mechanism imparts prescribed reaction forces
to the steering wheel coordinated with vehicle behavior (to be
further described below).
The TV monitor 13 displays the driving game images. A
projector may be used instead of this TV monitor. The view-change
switch is a switch for changing the point of view. By manipulating
this switch, a player is provided with a view from the driver's
seat or a view of his or her own subject vehicle as viewed diagonally


CA 02535087 1997-10-09
from another viewpoint, for example.
The display unit 15 is connected to the I/0 interface 106.
During play, this unit displays such play conditions as the lap
number for that player, etc. At other times this unit displays
5 a "NO ENTRY" sign indicating that the game is available for play.
The leader marker 16, which is connected to the I/O interface
106, lights when the player operating that game apparatus 10 is
running in the lead, and notifies the other players and any
spectators of that fact.
10 Fig. 2 diagrams the configuration of communicating game
apparatuses comprising a total of 4 game apparatuses, for example.
(The total number may be a number other than 4). Four game
apparatuses la, lb, lc, and ld comprise, respectively, image
processors 10a, lOb, lOc, and lOd, and communications controllers
15 17a, 17b, 17c, and 17d. The communications controllers 17 are
connected to the communications interface 118. Each
communications controller 17 comprises a plurality of ports that
correspond 1-to-1 with the other apparatuses. In the example
diagrammed in Fig. 2, each communications controller comprises at
20 least two ports . Or it may be of such a type that multiple other
apparatuses can be connected to one port (as in Ethernet
applications ) . Using this system, any one of the game apparatuses
1 can access data (scores, ranks, times, various statuses, etc. )
from the other game apparatuses.
25 In Fig. 2, Game apparatus la is the master, while game
apparatuses lb through ld are slaves. The procedures for


CA 02535087 1997-10-09
4'
26
communications between these apparatuses will be discussed
subsequently. A controller 18 is a single device for making a
communications loop between the master and the slaves. The
controller 18 takes game screens and race conditions, etc., from
the game apparatus la, and displays images on external monitors
19a and 19b for the enjoyment of the players and spectators. In
this diagram the communications channel is a loop, but is not
limited to that configuration, and may be configured as a bus, as
noted by the dashed lines in this figure. An Ethernet
communications channel may also be used.
Fig. 3 diagrams an example configuration that differs from
Fig. 2. The communications units 20a, 20b, 20c, and 20d of the
game apparatuses la, lb, 1c, and ld, respectively, are equipped
with ports for both-transmitting information held in the image
processors 10a, lOb, lOc, and lOd to a controller 21, and receiving
control information from the controller 21. The controller 21
comprises communications interfaces for the number of game
apparatuses, and receives information from all the game apparatuses .
It also transmits this information and necessary control
information ( for turning the displays of other players ~ vehicles
on and off, updating the standings, etc.) to each of the game
apparatuses. In the case diagrammed in Fig. 3, the information
from game apparatus 1 is first assembled in the controller 21,
permitting the configuration of the communications unit 20 of the
game apparatus 1 to be kept simple.
Fig. 4 provides a diagonal view of the communicating game


CA 02535087 1997-10-09
27
apparatuses diagrammed in Fig. 2 and 3. The system depicted in
this drawing comprises four game apparatuses, but, as noted earlier,
the number of game apparatuses may be any number. The game
apparatus 1 is made so as to simulate the cockpits of the several
cars, each being provided with a TV monitor lc corresponding to
the windshield, a control panel equipped with a steering wheel,
and a driver's seat, etc. A leader marker 16 is provided on top
of each game apparatus console, and a display unit 15 is attached
to the back of each driver's seat. Arranging a plurality of game
apparatuses in this manner is convenient for a set of communicating
game apparatuses in which one matches one's skill against other
players. Two large TV monitors 19 are installed in front of the
players so that one may readily apprehend the status of the other
players.
Fig. 5 is a flowchart for the race game action of one game
apparatus. Fig. 6 through 16 depict example screens for explaining
the actions. Fig. 17 is an example plan of a race course for
explaining the actions.
The apparatus actions of a first embodiment of the present
invention are now described.
Free Entry System Specifics:
One of the characteristics of the apparatus of the first
embodiment of the present invention is the "free entry system."
This system comprises three features, namely that the vehicles are
always deployed in a race irrespective of whether or not players
are present (ST 1), that any vehicle running can be selected (ST


CA 02535087 1997-10-09
28
3), and that when a player starts a game, he or she joins a race
in progress ( ST 4 ) . Suppose, for example, that four people first
begin play in normal fashion, and then a friend of theirs comes
along. That friend can join the game immediately. In this way,
if the apparatus of the first embodiment of the present invention
is used, an indefinite number of players can play, so that the true
role of a communicating game can be fulfilled. The free entry
system is now described with reference to Fig. 5.
STO A: Power Turned On by Operator
In order to start up the game system diagrammed in Fig. 1
through 4, an operator first turns the power on to the system.
STO B: Environment Set by Operator
The operator sets the environment for the game (scenario)
offered. For example, he or she sets the type of game being offered,
whether a race game, a no-time-limit battle game, or a war
simulation, etc., and sets various other game parameters, such as
the season of the year, the time of day, and the situation, etc.
In other words, the individual elements pertaining to the game
scenario are not limited to the vehicles or action characters
selected by the players, but environmental parameters can also be
set.
STO C: Should an Intermediate Situation Be Generated?
The operator decides whether to start the game with everyone
at the start line, or to start the game with the race already in
progress, and inputs this. In the latter case, an intermediate
situation must be set, so the following step STO D is advanced to.


CA 02535087 1997-10-09
29
If that is not the case, then step ST 1 is advanced to.
STO D: Generate Intermediate Situation
This situation is set up with a race already in progress. Each
parameter may be set individually, or a plurality of parameters
may be prepared ahead of time (preset).
ST 1: Advertise (vehicles operated by the CPU 101 and an opponent
player are continually engaged in a race)
Many racing cars are prepared ahead of time and are moving
around the prescribed course depicted in Fig. 17. In Fig. 17, 201
is the course, 202 is an area wherein a selected vehicle can be
returned to the pits without causing a mishap, 203 is the pit area,
and 204 is the grandstand. The vehicles negotiate the course 201
in clockwise fashion. Before play begins, all of these cars are
controlled by the CPU 101. In other words, many cars are running,
whether play has started or not. This situation simulates an
endurance race. The vehicles that the players will use are also
running under control of the CPU 101 . In step ST 3, described below,
the players can select any cars they wish from among the cars running.
By having the cars continuously running on the course in this manner,
changes will develop in vehicle performance, such as how well the
tires are gripping, for example. This change over time in
performance is one of the entertaining game features of this
embodiment of the present invention. This point is further
discussed later on.
ST 2: Coin Insertion
This step determines whether coins have been inserted. If


CA 02535087 1997-10-09
they have been inserted ( YES ) , then step ST 3 is advanced to . Games
are started by putting in coins. In the following description,
starting or finishing a game refers to the player in view starting
or concluding play involving his or her joining a game in progress,
5 and does not refer to the start or finish of the game itself.
ST 3: Vehicle Selection and AT/MT Selection Screens
As noted earlier, the number of vehicles on the course is
constant, and the participants select cars they want from among
those running. When this is done, all of the action controls of
10 the vehicle selected are transferred to that player, and all actions
such as the direction and speed of the vehicle, etc., are performed
sequentially according to the directions of the player. One
example of this selection process is now described with reference
to Fig. 6 through 10.
15 First, the vehicle selection screen depicted in Fig. 6 is
displayed. The details of this screen are depicted in Fig. 11.
When four vehicles are turning the course, an image of each car,
together with a profile including current position, distance run,
engine horsepower, tire grip, and previous competition results are
20 displayed on screens 151 through 154. At the same time, the
respective positions 155 through 158 of the vehicles on the course
are displayed. The players select a vehicle style and profile on
the bases of these screens 151 through 154.
A player is free to select any vehicle except one already
25 selected. It should be easy to select a car having an outstanding
record, whether or not there are performance differences in terms


CA 02535087 1997-10-09
31
of game processing.
When a player selects a car, one of a plurality of screens
will zoom out ( screen 152 in Fig. 7 ) . Selection is done, for example,
using the number of the car displayed on the screen. This selection
process is facilitated if the selection number is the same as the
number displayed on the body of the car that the player is selecting.
A screen showing that car running is also displayed. The
selected vehicle is automatically returned to the pit area 203 in
Fig. 17. The player then climbs into the vehicle returned to the
pit area 203 and starts racing. In other words, play always begins
from the pit exit.
If the car is running in area 202, it can return to the pit
area 203 immediately. If it is running outside of that area,
however, it may take a little time before it can enter the pit area.
As a result, the player will have to wait. In the first embodiment
of the present invention, therefore, the CPU 101 executes
prescribed processing to return the vehicle more quickly to the
pit area. Specifically, the processing methods described below
are possible for this purpose.
Method l: Wait until the selected vehicle returns to the pit area
naturally. In this case, it would be good to make the overall course
length shorter to shorten the wait time.
Coin insertion -j vehicle selection ~ selected vehicle heads
for the pit area from the moment of selection (but does not move
backward on the course even if that would be the shorter distance) .
Method 2: Create trouble in the selected vehicle to return it to


CA 02535087 1997-10-09
32
the pit area. The following types of trouble and ways of handling
this might be used.
( 1 ) Big crash -~ after the crash, vehicle moves slowly to the side
of the track -~ vehicle removed by wrecker
( 2 ) Engine trouble -~ vehicle reduces speed after trouble develops
and stops at the side of the track -~ same as above
Tire blowout ~ same as above -j same as above
However, when the selected vehicle is in the area 202 just
before the pit area, the player waits for the vehicle to naturally
return to the pit area without creating trouble.
ST 4: Player begins play, game starts -j race joined in progress
A player exits the pit area 203 onto the course 201 and begins
racing by merging with the many vehicles under the control of other
players or the CPU 101.
When a player comes into the pit area 203, the display screen
will display the course ahead, as depicted in Fig. 9, and this will
change to a start screen such as seen in Fig. 10. The details of
this screen in Fig. 10 are shown in Fig. 12. In Fig. 12, 159 is
the selected play vehicle, 160 is the pass count display (pass count
is discussed subsequently ) , 161 is the distance run display, 162
is thespeedometer, tachometer, manual/automatic display, and gear
position display, 163 is the damage meter which indicates the degree
of damage sustained by the vehicle, 164 is the display of the overall
course, 164a is the position display for opponent vehicles, and
165 is the rearview mirror. There are also a display of the limit


CA 02535087 1997-10-09
33
time "LIMIT TIME 99:99:99," and a pass-count status-change display
such as "PASS UP!!." The latter also displays such messages as
"PASS DOWN!!" and "Challenger Is Coming."
ST 5: Start race (Qualifying, Heat 1, Heat 2)
The race is started. In the race, while sustaining an ordinary
standing system at the beginning, each player also has a time. A
player joining a race in progress joins from the pit exit road (i.e.
starts from the pit area). A degree of skill is required to
negotiate this pit exit road. Hence, if a player can safely
negotiate the pit exit road and enter the main track, this
constitutes a front-group entry, whereas the failure to do so
results in a back-group entry. In other words, the standing of
a player is determined immediately upon his or her entry into the
race according to his or her skill level. Also, bonus time is added
at each check point. A player need not forfeit an earned standing
when the game is over, but, by continuing, can resume the game
maintaining the same position. However, he or she must be careful
lest he or she be passed from behind by a competitor while he or
she is deciding whether or not to continue playing. Also, unless
a player exercises great care when merging onto the track from the
start line, he or she may be struck from behind by another car.
Conversely, when a player is going to continue playing, a following
competitor has a good chance to catch and pass that player.
ST 51: Vehicle Performance Degradation
As the laps begin to add up, race performance (i.e. engine
and tire performance) begins to decline. A pit stop is necessary


r
CA 02535087 1997-10-09
34
in order to restore race performance to what it was originally.
ST 52: Pit Stop
A player enters the pit area by performing prescribed
maneuvers . Before entering the pit area, however, a certain number
of laps must be completed.
ST 53 : Pit Work Scene ( amount of restoration depends on pit time )
While a vehicle is being worked on in the pit area, a screen
such as that depicted in Fig. 13, for example, is displayed. The
pit crew gathers around the vehicle 166 to change the tires and
replenish the fuel. During this pit time, a so-called race queen
(i.e. a beautiful woman) may be displayed, as indicated at 167 in
Fig. 13, to enhance the entertainment value of the game screen.
The work in the pit area takes some time to accomplish. A
player can select what repairs are made, that is, whether or not
to change the tires, whether to simply take an more fuel, etc. By
reducing the number of repair items, the time required for the pit
work can be regulated as appropriate. This changes the restoration
state of the vehicle. Thus pit strategy can be developed according
to a player' s skill or the performance of the other cars . If the
player is confident in his or her ability to drive fast, he or she
can choose to have everything repaired; if not, he or she can have
only the engine or steering or some other critical component
repaired. Since some time is required for the pit stop, it is also
possible to change players during this interval. Thus the interest
level of the game is increased by incorporating pit operations into
the race strategy.


v
CA 02535087 1997-10-09
5T 54: Leaving Pit Area
When the pit work is complete, the player merges back onto
the track 201 and begins racing again. The merge point is always
the same, and this is the starting line for the course. Since cars
5 under CPU control are continually on the course, when there are
no players participating, the race is between CPU competitors.
This game terminates either when the pass points are used up,
or when the stage terminates due to the time limit.
ST 6: Pass Points Exceeded (PASS POINT OVER)
10 When the pass points have been exceeded, a display of "GAME
OVER" is made, in step ST 6, as depicted in Fig. 14. As soon as
"game over" is displayed, the CPU 101 takes over control of that
car. And, as depicted in Fig. 15, all screen displays of distance
run and PASS points, etc., disappear.
15 The method of computing pass points is discussed subsequently.
ST 7a: Stage Termination Due to Time Limit
When a predetermined time limit has been exceeded, in step
ST 7a, "GAME OVER" is displayed, as depicted in Fig. 14. For example,
the number of laps that must be completed within a certain time
20 period is predetermined, and, if that number of laps has not been
completed when the limit time elapses, the game is terminated. Or
the game may be forced to terminate simply when the limit time has
elapsed. The lap limit is set to the number of laps that a player
of normal skill can complete. Then step ST 7 is advanced to.
25 ST 7b: Determination of Qualification (were the required points
acquired?)


CA 02535087 1997-10-09
36
This step determines whether the required number of laps, as
noted above, was completed. If the player has failed to qualify
(YES), step ST 8 is advanced to. If the player has successfully
qualified (NO), step ST 11 is advanced to.
ST 8: Display Continue Screen
A continue screen such as depicted in Fig. 16, in which the
camera zooms out, is displayed.
ST 9: Decide Whether To Continue or Not
In the continue screen in Fig. 16, a countdown is conducted,
from 9 to 0, while displaying the number on the screen. If a coin
is inserted before the count reaches 0, the determination is to
continue (YES). If no coin is inserted before 0 is reached, the
determination is not to continue (NO).
If the determination is to continue ( YES ) , then step ST 4 is
returned to, and the game is resumed. In that case, the screen
perspective will zoom up from the continue screen depicted in Fig.
16, and transition to the start screen.
When a coin has been inserted beforehand, the race can be
continued at the current position and speed, without any speed
reduction or interruption. The faster coins are inserted, the more
advantageously can the race be continued.
When the determination is not to continue (NO), step ST 10
is advanced to. When no coin has been inserted, the engine stops
and the vehicle naturally slows down.
ST 10: Termination of Game by Player
Until the game starts, the advertisement screen display (ST

CA 02535087 1997-10-09
37
1), which is a demonstration screen, is returned to.
ST 11: Decision on Clearing Game
When the limit time has fully elapsed, if the player has
successfully qualified, this step determines whether or not to
clear the game. when a prescribed number of laps has been completed,
the determination is made to clear the game (YES) and step ST 12
is advanced to.
When the game is not cleared ( NO ) , step ST 15 is advanced to .
ST 12: Total Score Display
The present player' s total score is displayed in addition to
the score of the player who previously cleared the game in this
game apparatus.
ST 13: Ending
An ending screen is displayed, such as one of an award ceremony
where the victor is honored.
ST 14: Name Entry
A screen is displayed urging this player to enter his or her
name. The name entered is stored in the RAM 103, and displayed
together with other players having outstanding scores in the total
score display screen of ST 12.
ST 15: Score Display
The qualifying score for this player is displayed.
ST 16: Course Selection
The next course to be played is selected here in order to
continue the game. Only players who have successfully qualified
can select the final event.


CA 02535087 1997-10-09
38
In the foregoing, the overall action of this game apparatus
has been described. As explained at the outset, one of the features
of the apparatus of this f first embodiment of the present invention
is the ability of any player to join in the play at any time. For
that reason, unlike conventional games wherein all of the competing
cars start the race together with the subject car, with the
apparatus of the first embodiment of the present invention, the
cars participating in the race have already started, and players
select the cars they want from among those cars on the track. Thus
the game is continued irrespective of whether players are present
or not, so the game is continually advancing. Players can join
the game whenever they so desire, in a variety of situations, and
the spectators always have a new situation to watch. Accordingly,
compared to a conventional game, both players and spectators can
have more fun with this game.
Now, in the initial state when the power is turned on, the
other vehicles (competitors) will be positioned randomly around
the track, and the situation will not necessarily be right after
a start. Joining a race in progress ( free entry) immediately after
a start is difficult, and it may not be possible to maintain fairness
with players starting later (when free entry will be easier because
the vehicles will be spread out ) . Accordingly, when action is first
started, the positions of the vehicles might be spread out
(randomly) by computation. This condition could be set by a
distributor (or operator) as part of a customer soliciting
strategy.


CA 02535087 1997-10-09
39
Pass Count System Details
A pass count system that is a suitable method of deciding
victory and defeat for the free entry system is now described with
reference to Fig. 18 through 20.
In the free entry system, there are no simultaneous starts
as in conventional games, so the method of terminating games by
regulating the run time (time expiration system) cannot be used.
This being so, the method used (pass point system) is to terminate
a game on the basis of points scored by passing or being passed.
ST 21: Access information on block vehicle is now in.
As diagrammed in Fig. 19, the circuit course 201 is divided
into a number of blocks 205. Pass counts are calculated in each
of these blocks, respectively. Each block 205, as depicted in Fig.
20, has a prescribed point 206. With reference to this point 206,
distances x and y to the subject vehicle 207 and opponent vehicle
208 are found. Then the pass points are computed on the basis of
these distances x and y. The point 206 in Fig. 20 is shown ahead
of the driver on the track, but it may be some other location, such
as on the track behind the driver or even off the track. Nor is
this determination limited to a flat plane. The reference point
need only be at some specified location either in the plane of the
vehicles 207 and 208 on the course, or in space.
The CPU 101 selects the block 205 that the subject vehicle
207 is in, and obtains information therefrom ( on positions, course
shape, etc.).
ST 22: Calculate the distance from the point for that block.


CA 02535087 1997-10-09
This step finds the distance x in Fig. 20. The CPU 101 can
readily learn the coordinates of each vehicle. It then finds the
distance based on those coordinates . If the track is straight in
that block, then the situation is as diagrammed in Fig. 20. If
5 the track is curved, then the distance is found based on the shape
of the curve ( i. e. , the distance along the centerline, for example ) .
ST 23: Access information from all opponent-occupied blocks.
This step accesses information on where all of the opponent
vehicles are on the track. This game apparatus is a communicating
10 apparatus, so the CPU 101 in every game apparatus is able to access
information on all vehicles.
ST 24: Determine whether subject vehicle block is the same as the
opponent vehicle block.
If the subject vehicle 207 and opponent vehicle 208 are both
15 in the same block (YES) in Fig. 20, then the next step ST 25 is
advanced to and pass point processing is executed. If the blocks
are not the same (NO), then the subject vehicle will not be passed
by the opponent vehicle, and there will be no change in the pass
points, so pass point processing will terminate.
20 ST 25: Calculate distance from point for opponent vehicle block.
This step finds the distance y in Fig. 20.
ST 26: Compare subject vehicle distance and opponent vehicle
distance.
When the subject vehicle is closer to the point than the
25 opponent vehicle, that is, when x < y in Fig. 20, step ST 27 is
advanced to.


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Conversely, if the subject vehicle is farther, that is, if
x > y, then step ST 30 is advanced to.
ST 27: Examine flag status to check for a "2."
When the flag status is "2," indicating that the subject
vehicle was farther from the point in the preceding routine ( YES ) ,
step ST 28 is advanced to.
If that is not the case (NO), then there is no change in the
situation of the subject vehicle being farther, either in the
previous routine or in this routine, so there is no need to change
the pass points . Step ST 28 is skipped and step ST 29 is advanced
to.
ST 28: Increment pass points (+1).
In the previous routine, the subject vehicle was the more
distant (x > y), but in this routine the subject vehicle is closer
( x < y ) . This means that in the interval between these two routines
( 1/60 second, for example) , the subject vehicle 207 overtook the
opponent vehicle 208. Hence the pass points are incremented to
show that "1 opponent was overtaken."
ST 29: Set flag status to "1."
Unlike the situation in the previous routine, here the subject
vehicle 207 has drawn near to the point 206, so the flag status
is set to "1" to indicate this. This terminates the pass point
processing.
ST 30: Examine flag status to check for a "1."
When this flag is a "1, " indicating that the subject vehicle
was closer in the previous routine (YES), step ST 31 is advanced


CA 02535087 1997-10-09
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to.
When that is not the case (NO), there has been no change in
the situation of the subject vehicle being more distant, either
in the previous routine or in this routine, so there is no need
to change the pass points . Step ST 31 is bypassed and step ST 32
is advanced to.
ST 31: Decrement pass points (-1).
In the previous routine, the subject vehicle was the nearer
(x < y), but in this routine the subject vehicle is more distant
( x > y ) . This means that in the interval between these two routines
(1/60 second, for example), the subject vehicle 207 has been
overtaken by the opponent vehicle 208. Thereupon the pass points
are decremented.
ST 32: Set flag status to "2."
Unlike in the previous routine, now the subject vehicle 207
has become more distant from the point 206, so the flag status is
set to "2~ to indicate this, and the pass point processing is
terminated.
As described in the foregoing, then, the "pass count" is
incremented (+1) if an opponent vehicle ahead is overtaken, and
decremented (-1 ) if the subject vehicle is overtaken by an opponent
vehicle from behind. Thus the pass count system numerically
quantifies the situation between multiple vehicles where cars are
continually overtaking and being overtaken.
As explained earlier, when the pass count becomes zero, the
continue screen is displayed (cf. Fig. 5 and ST 6 and 8), so, to


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make the game more interesting, the default "pass count" is set
to some value greater than 1 (say to 3, for example) immediately
after the game starts.
The "pass count" is displayed on the screen. The number of
cars overtaken and the current standing are also displayed. The
"pass count" continues to be calculated while the car is in the
pits. Accordingly, it is possible for a game to finish while one
is sitting in the pit area. Thus it is necessary to judge whether
or not it is advisable to make a pit stop. This provides an element
of strategy not available in conventional games, and gives players
something different to enjoy.
Instead of basing the count on "overtaking" and "being
overtaken, " moreover, it may be based on "crashing into the wall, "
or some other factor.
Benefits of Free Entry and Pass Count Systems
As described in the foregoing, with this system a player can
join the game at any time. Thus entry is possible even when a game
is in progress, after it has started. Hence a driving game is
provided wherewith players can match driving technique and racing
tactics with each other, and wherewith "battles" can take place
with unknown players just as in a battle game. Thus there is a
good probability that a player--not being limited to contests with
his or her buddies--can compete against completely unknown
opponents . Also, the game can be kept running continually without
interruption (so that one never has to wait before joining in).
The apparatus of the first embodiment of the present invention,


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moreover, is not limited to driving games, but may be applied to
airplane games or other race games. This permits free-entry
contests without the annoyance of having to wait to join a game
or the awkwardness of standing around idly with unfamiliar people.
Setting Environmental Conditions
In the free-entry system, all of the vehicles are continually
on the track, and races can be joined when cars are in the pit area,
for example. Thus, as in an actual endurance race, the environment
and the condition of the cars can be changed with the passage of
time, permitting a more realistic game to be presented. In the
conventional system wherein all cars start simultaneously, the
elapsed times are short, making it difficult to offer such changes
in the environment. The specific conditions which may be changed
are as follows.
( 1 ) Change weather conditions such as temperature, humidity, and
precipitation (rain start and stop) by a calendar or timer, and
reflect the effects of these changes on vehicle performance. Or,
preset the seasons and have the distributor make the selections .
(2) When a crash occurs, have debris scattered about, altering
the track conditions, and affecting vehicle performance. The
track conditions are also changed by the running of cars under CPU
control. If one wishes to run on a clean track surface, one should
begin playing the first thing in the morning. As time passes, tire
grip increases. The specifics of these conditions and processing
are as follows.
(2-1) Changes in Track Surface as Race Progresses

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- Track temperature
- Track surface conditions (dry, wet, rain falling, standing water
on surface, snowfalling, snow accumulating, ice-burned condition,
oil on track, sand on track, tire marks on track)
5 - Change in weather ( clear, rain, snow, cloudy, sleet, hail, fog )
- Change in wind conditions ( change in wind direction and strength,
combinations with other weather conditions)
- Change in outside environment (temperature, humidity,
atmospheric pressure)
10 (2-2) Effects of Changing Conditions
- Track temperature
Change the resistance coefficient between tires and track surface
Increase rate of tire wear, etc.
- Track surface conditions
15 Change resistance coefficient of tires individually
Increase rate of tire wear
Change air resistance
Change visibility, etc.
- Weather Changes
20 Change air resistance
Change air density
Change atmospheric pressure
Change aerodynamic resistance (CD = coefficient of drag)
Change down-forces, etc.
25 - Changes in External Environment
{Temperature}


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Temperatures rise for all materials
Durability and wear rates change depending on the types and parts
of such materials used
{Atmospheric pressure}
Air resistance and down-forces change; all physical quantities
involving weight change
{Temperature}
All physical quantities involving friction change
Example : Res istance and Young' s modulus in break pads change, etc .
(3) Parameters Changeable by Game Machine Operator
The specifics of the conditions and processing are as follows.
- Degree of difficulty of game (change vehicle performance; change
opponent AI)
- Enable/disable exterior environmental changes
- Enable/disable weather changes
- Enable/disable seasonal changes
- Regulate wear rates
- Adjust time per day (12 min / 24 min / 6 min, etc.)
- Default course selection
- Enable/disable game termination by lap count
- Step-up conditions (conditions for advancing to next course)
Distributed Processing
In the apparatus of the first embodiment of the present
invention, a plurality of game machines are connected, comprising
a communicating type game apparatus featuring distributed
processing between the game machines. If there are 90 vehicles,


CA 02535087 1997-10-09
47
for example, 30 will be processed by game machine A, 30 by B, and
30 by C.
The distributed processing in the first embodiment of the
present invention is now described with reference to Fig. 21 and
22. In Fig. 21, three game machines la, lb, and lc are connected.
Game machine 1, the master game machine, determines the
distribution of the processing load and controls the distributed
processing overall . Game machines lb and lc are slave game machines .
Game machine la sends data a to game machine lb. Game machine lb
sends data a together with data b that it has processed itself on
to game machine lc. Game machine 1c sends data a + b together with
data c that it has processed itself to game machine la. In this
manner, game machine la can access data b and c that have been
processed by the other game machines lb and lc. The same is true
for these other game machines lb and lc. Thus, by circulating the
data around the loop, processing is distributed among the game
machines la, lb, and lc, while every game machine has access to
all data.
Process timing is now described making reference to Fig. 22.
In Fig: 22, memories A, B, and C represent the memories in the game
machines la, lb, and lc, respectively. The arrows represent the
writing of data, with the flow thereof being from up to down.
Between times tl and t2, the game machines la, lb, and lc perform
the data processing allotted to them, write the data resulting from
that processing in their own memories, and also write those data
to the memories of the other game machines. More specifically,


CA 02535087 1997-10-09
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game machine la writes data a to memory B, game machine lb writes
data b to memory C, and game machine lc writes data c to memory
A.
Processing is performed similarly from time t2 to time t3,
and from time t3 to time t4 . Accordingly, in the example diagrammed
in Fig. 22, every game machine will have all necessary data written
to its memory by the processing executed from time tl to time t4.
This processing is repeated at a fixed interval. The interval for
these data communications is set at 1/60 second or less, according
to the display screen refresh rate.
Game machine la, the master, also monitors the processing
conditions in the other game machines from time tl to time t4 . Based
on these results, machine la determines the processing load or
burden for each game machine for the next cycle, decreasing it
slightly when it is too great, and increasing it when excess
processing capacity is available. Thisprocessingloadfluctuates
as the game progresses, so distributing the processing in this
accommodating fashion is effective in enhancing processing
efficiency.
(1) Content of Data communicated
Vehicle type
Vehicle position (three-dimensional coordinates) x, y, z
Vehicle orientation (three-dimensional coordinates) ax, ay, az
Vehicle magnification (three-dimensional coordinates) dx, dy, dz
Tire steering angle (two front tires, left and right)
Tire rpm (four tires, front and rear, left and right)

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49
Amounts of various wear or damage ( external parts, tire performance,
brake performance, steering, engine, suspension, wings, etc.)
Vehicle behavior information (spinning, drifting, on fire, etc. )
Number of block the vehicle is currently in
Current lap number
Current pass points
Weather conditions
Air conditions
Track surface conditions
Environmental information
(2) Data for Facilitating Communications
Subject I.D. number
Reply flag
Receive flag
Current condition flag (for distributed processing)
Subject CPU load value (for distributed processing)
CPU processing flag (for error processing) (for distributed
processing)
Volume processed (for distributed processing)
Information to be passed to next procedure (for distributed
processing)
Information passed to next procedure (for distributed processing)
These data are configured as follows: (data facilitating
communications) + (data from environment processor) + (subject
vehicle data) + n * (data for each opponent vehicle)
External Monitor Display Processing


CA 02535087 1997-10-09
The image processing for the displays on the external monitor
19 depicted in Fig. 2 and 4 will now be described with reference
to Fig. 23.
The program first determines whether or not a player is present
5 (ST 60a). If no player is present, the advertisement screen is
displayed on the external monitor 19.
When a player or players are present, the players that are
to compete against one another are specified. When there are two
or more players, for example, two players are specified that are
10 vying for top position, overtaking and being overtaken (ST 61).
The processing subroutines are executed for these specified
players.
The program determines whether the specified players are
separated from one another by any considerable distance ( ST 62a ) .
15 If they are so separated, the positions and conditions of the
players are displayed as a bird' s-eye view, or as plotted on a map
(ST 62b). This is done because otherwise it would be difficult
for a player to figure out where his or her opponent is.
The program determines whether or not the specified players
20 are in close proximity to one another (ST 63a) . If they are close
enough, a long cut is displayed from a point along the track,
something like a TV camera would show covering the race ( ST 63b ) .
The program determines whether or not one of the players has
made a pit stop (ST 64a). When a player has pitted, a scene of
25 the pit area is displayed (ST 64b). Thus the other player can
readily learn that his or her opponent has pitted, and can alter


CA 02535087 1997-10-09
51
his or her strategy accordingly. As was explained earlier, the
pass count continues to be computed while a car is in the pit area,
so a player may want to run up the count as much as possible while
an opponent is pitting in order to widen his or her lead
significantly.
The program determines whether or not one of the players has
been involved in a mishap or left the race ( ST 65a ) . When a player
has been in a mishap or has left the race, that situation is displayed
(ST 65b). Thus a player can readily learn of an opponent's
disadvantage, and alter his or her strategy accordingly. When a
player's opponent has been involved in a mishap, that player may
enter the pits . Or he or she may try to solidify his or her lead
and thereby put the competition out of contention.
The program determines whether one of the players has cleared
the game (ST 66a) . When a game has been cleared, the clearing player
is displayed, and a scene of the awards ceremony, for example, is
displayed (ST 66b) . This also constitutes an advertisement to the
spectators.
Leader Marker Display Processing
The image processing for displays on the external monitor 19
depicted in Fig. 2 and 4 is now described with reference to Fig.
24.
First, the program determines whether another player is
present ( ST 70 ) . if another player is present ( YES ) , information
on that player is accessed (ST 7I). Although distributed
processing is adopted in the apparatus of this first embodiment


, CA 02535087 1997-10-09
52
of the present invention, information concerning the other
apparatuses is circulating in a loop, as described earlier, so the
necessary information can be readily obtained. Based on the
information obtained, the scores of the subject player and the other
player are compared (ST 72 ) . If the subject player is in the more
advantageous position, the leader marker is lit (ST 73).
Thus the leader marker will light for the player with the best
score at that point in time. This adds to the excitement by clearly
displaying who is in the lead.
Now, when a forked course is provided in a race course,
conventionally only the lead driver could select which course to
follow. With this embodiment of the present invention, however,
since it is possible to join a race in progress, it is permissible
to grant the right of selection individually, according to a
player's skill, after a certain point level has been attained.
As described in the foregoing, as based on the present
invention, players can select any among a plurality of vehicles
that are running on the track, and join the race using the selected
vehicles . The race game is perpetuated by these multiple vehicles
that include the vehicles selected, and the game terminates when
the selected vehicles satisfies certain conditions. Thus the race
game is perpetuated irrespective of whether or not players are
present, and a player can join the game at any time.
Based on the present invention, moreover, when a player joins
the game, if the position of the vehicle selected and the designated
position where the player is to join the race in progress are distant


CA 02535087 1997-10-09
53
from each other, the condition of the selected vehicle can be
changed and that vehicle forcibly removed to the designated
location, so that a joining player need not wait a long time for
a game to start.
Based on the present invention, furthermore, when a game is
being perpetuated, the performance parameters of the vehicles are
made to change with the passage of time. A player manipulates the
controls to get the selected vehicle to a prescribed location for
restoring the performance parameters, and then returns the vehicle
to the race, after its performance parameters have been restored,
thus making it possible to incorporate performance degradation and
restoration conditions into the game strategy and thus make the
game more interesting.
Based on the present invention, moreover, when terminating
a game, the termination of that game is determined on the basis
of a pass count which indicates the number of times a pass has been
transacted between the selected vehicle and another vehicle. Thus
the game can be made to develop according to the skill and luck
of the players themselves, and inappropriate game terminations
avoided.
Based on the present invention, furthermore, control means
are provided for acquiring information on race conditions from at
least one of the plurality of game machines and for determining
display images, as well as an external monitor for displaying the
display images determined by the control means , so that images can
be provided for the players to reference responsive to the


CA 02535087 1997-10-09
54
conditions of the vehicles competing in the race.
Based on the present invention, moreover, each of the
plurality of game machines comprises a display unit for displaying
information pertaining to race conditions, whereby spectators can
readily see what is happening in the race.
Based on the present invention, furthermore, each of the
plurality of game machines has image processors that process
pre-allocated data, and each has a communications controller that
outputs processed data to the other game machines, receives data
processed by the other game machines, and writes those data to
memories in its image processor. Therefore, when one cycle of
processing finishes, any game machine can access data processed
by the other game machines . Accordingly, all data can be processed
whileleveling out the processing burden by distributed processing,
and all of the data can be used by all of the game machines . Thus
efficient data processing is facilitated.
Second Embodiment
A second embodiment of the present invention will now be
described, making reference to the drawings.
The game system concerning this embodiment is a communicating
game system wherein a plurality of players simultaneously compete
in a common game via communications. This communicating game
system comprises a plurality of game apparatuses which are consoles
fashioned as cockpits which the players sit in. The electrical
configuration of each game apparatus is the same as that diagrammed


CA 02535087 1997-10-09
in Fig. 1. The layout for this communicating game system is the
same as that diagrammed in Fig. 2. And the diagonal aspect of this
communicating game system is as depicted in Fig. 4.
Based on this communicating game system, driving games and
5 the like can be played using each of the game apparatuses la through
ld independently of each other. Or, alternatively, a plurality
of players can engage in a competitive driving game via the
intercommunicating system.
The competitive game is provided in this communicating game
10 system as a free-entry type of multiple-player competition. Among
the features of this game are that it is a free-entry game in which
players can join in-progress, that a game is continued until either
the game termination conditions are met or the players express their
desire to terminate the game, and that it is a game which
15 incorporates a sense of "survival" in that the results of the
previous game are automatically reflected in the determination of
the participants in the next game.
These features derive from the entry processing program
diagrammed in Fig. 25. This program is executed by the controller
20 18, but it may also be executed by the communications controller
17a of the master game apparatus la, for example. The game is now
described in terms of a competitive driving game, but it is not
necessarily limited to that mode.
When the program in Fig. 25 is started by the controller 18,
25 it first determines whether or not a player has made entry into
the communicating game system (step S1). It then determines


CA 02535087 1997-10-09
56
whether the number of entries is 1 or not ( step S2 ) . If the number
of players entered is 1 (step S2, YES), then the controller 18
commands computer competition in the game apparatus la (lb, lc,
or ld) where the entry was made (step S3).
"Computer competition" is a mode wherein the CPU in the game
apparatus competes with the player according to predetermined
procedures.
When two or more players have entered ( step S2 , NO ) , however,
the program determines whether or not this is to be a communicating
competition ( step S4 ) . This determination is based on information
input by button from the player.
"Communicating competition" is a mode wherein a game is
contested by the players themselves between game apparatuses via
the communications network.
Even when it has been determined that the game will not be
a communicating competition (step S4, NO), similarly, each game
apparatus in which there has been an entry will be commanded to
conduct a computer competition ( step S5 ) . When, on the other hand,
it has been determined that this is a communicating competition
( step S4, YES ) , the controller 18 issues commands to each of the
plurality of game apparatuses to conduct a communicating
competition (step S6). Thus the communicating competition is
contested by multiple players between game apparatuses.
Next, the controller 18, after a game has started between a
plurality of players, enters a wait state while repeatedly checking
to see whether, during the game in progress, another player has


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57
indicated his or her intention to enter ( i . a . join the game ) ( step
57 ) . When there is an in-progress entry ( step S7 , YES ) , the program
determines whether or not the entry can be accepted ( step S8 ) . The
determination of this "entry acceptance" involves deciding whether
or not conditions will permit the vehicle of another player to join
the driving game in the virtual game space.
The driving game here is a race that is being run on a circuit
course from a starting ST point ( goal GL point ) to a goal GL point
(starting ST point) . For this reason, the determination of entry
acceptance depends on whether or not the current time is within
the interval from the time when the lead car has reached a final
checkpoint PFN (cf. Fig. 27(a) ) that is established at a prescribed
position before the goal GL point to the time that the game is
restarted. The final checkpoint PFN is selected at a position on
the course that can almost be considered the goal GL point.
When the driving game has already started and entries are not
being accepted ( step S8, NO ) , the controller 18 issues a command
to the game apparatus where the in-progress entry has been made
to conduct a computer competition with that player ( step S9 ) , and,
again, the processing steps S7 and S8 are repeated. In this
computer competition, the CPU in the game apparatus entered allows
that player to race artificially at the back of the pack in the
driving game that is already underway. However, the vehicle of
this player who joined the race in progress will be running in a
competition-waiting status , and its standing in the race will not
be reflected in the scores of the driving game underway.


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Thus a player who wishes to join a communicating game in
progress need not wait until the driving game underway is over,
but can artificially join the driving game currently in progress .
Accordingly, the player joining in-progress will not get bored or
give up, but can, from the moment of joining in-progress, begin
to share in the game drama and excitement. Also, since the
processing in steps S7 - S9 is repeatedly executed, a plurality
of players joining in-progress can be handled in the same way.
When the lead car in a driving game already underway reaches
the final checkpoint, entry acceptance is enabled, that is, it is
determined that entry is possible into the real game ( step S8, YES ) .
When this happens, processing is executed for setting the new
participants in the next round of competition (step S10).
This setting processing, in one example, is performed as
diagrammed in Fig. 26. Specifically, the player who has been
waiting for entry acceptance to be enabled, that is, the
participation-waiting player who joined the game in-progress and
has been engaged in a computer competition, is specified ( step SlOa ) .
Then the qualifying conditions are read out of the internal memory
into a work area (step Slob) . The qualifying conditions are what
determine the players having the highest standings in the race
scores as qualifiers in the driving game. In the case of a driving
game between three or more players, for example, the top ranking
two drivers might be made the qualifiers. The number of these
qualifiers can be made variable in real time depending on the number
of players participating in the game or the number of players


CA 02535087 1997-10-09
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joining the game in-progress, etc.
The controller 18 determines the rankings according to the
order in which vehicles pass the final checkpoint PFN, and
determines the qualifiers (remaining drivers) with reference to
the qualifying conditions (step SlOc). Then the waiting player
or players are added to the qualifying players , and the new group
of competing players is decided ( step Sl Od ) . Players who have lost
out cannot participate in the next race, and their game apparatuses
are commanded to take some action such as causing the defeated
players' vehicles to enter the pit area (step SlOe).
When the plurality of new players has been automatically
determined in this manner for the next race (step S10), the
controller 18 verifies whether or not the game termination
conditions have been met ( step S11 ) . When a game is to be terminated
(step S11, YES), then the prescribed game-over processing is
performed ( step S 12 ) , such as displaying the game results . I f the
game is not over (step S11, NO), then the controller 18 decides
whether or not to continue the communicating competition ( step S13 ) .
If the communicating competition is to be continued, then, after
the communicating competition command has again been issued in
processing step S6, the routine from step S7 on, noted above, is
repeated. When the communicating competition is not to be
continued (step S13, NO), step S1 is returned to, whereupon
independent computer competitions can be conducted at individual
game apparatuses.
A specific example of entry processing executed by the program


CA 02535087 1997-10-09
routine noted in the foregoing is now described with reference to
Fig. 27. It is assumed here that three vehicles, A, B, and C, driven
by three players, are racing on a circuit course in virtual game
space. As diagrammed at (a) in Fig. 27, the three vehicles A, B,
5 and C make a simultaneous start at time t1 from the starting ST
(= goal GL) point, and a communicating competition is implemented.
At a point separated from the starting point by some prescribed
distance, a checkpoint PUV is established, as diagrammed at (b)
in Fig. 27. This checkpoint PUV cannot be seen by the players (i.e.
10 on the screen in the game apparatus). This checkpoint PUV is
established for the purpose of encouraging the players in advancing
the game. If none of the cars reach this checkpoint PUV within
a prescribed time interval, a message such as "Hurry up!" is
displayed. And, if the invisible checkpoint PUV is still not
15 reached by any of the cars after another prescribed time interval,
the program forcibly terminates the game. This waiting time
(prescribed time interval ) , however, is set to a value that would
be unthinkable in any normal game.
Now, it is here assumed that, at time t2, as diagrammed at
20 (c) in Fig. 27, another player joins the race in progress. This
player' s vehicle D is following the pack of the game currently being
advanced, engaged in a computer competition. At this time, if the
skill of this additional player is very good, he or she may close
the distance with the lead cars A, B, and C, and even overtake them.
25 This, however, will not be reflected in the scoring of the game
currently in progress. In other words, a player joining a game


CA 02535087 1997-10-09
61
in progress participates immediately in the game artificially while
waiting to join the next race.
When the lead car A reaches the final checkpoint PFN, as
diagrammed at (d) in Fig. 27, the order at that point in time is
determined as the order at the finish line, and the drivers of cars
A and C are determined as the qualifiers according to the qualifying
conditions. The driver of the losing car B is forced into the pits,
for example, and is excluded from the next race. At the same time,
the vehicle D of the player joining the game in progress is added
in place of the disqualified car B, and the new competing cars become
A, C, and D.
The game continues to advance, without stopping, while these
new competitors are being determined, so there is an automatic
transition from the previous race to the current race. In other
words, as diagrammed at (e) in Fig. 27, the driving game is now
continued without interruption from the previous race by the new
contestants A, C, and D. In this continuing race, the start will
be staggered, with some distance between the in-progress joining
car D and the previously competing cars A and C, and between the
previously competing cars A and C. These separation distances at
the start add spice to the game. A skillful player earns an
advantage that is a reflection of his or her score in the previous
race, while a player who joined the game in progress may set his
or her sights on the advantaged player, and may further heighten
interest in the game by overtaking that player.
Thus, with the communicating game system of this embodiment,


CA 02535087 1997-10-09
62
when another player joins a game already being contested, he or
she may freely join at any time, and can artificially participate
in the game currently in progress. The player who has joined
in-progress, moreover, when the game is a driving game, can
participate artificially during a racing competition of fixed scope,
and then automatically and without interruption join in the next
racing competition (game) of fixed scope. For this reason, the
player joining the game in progress can share in the tense
excitement of the game from the moment of joining, and thus enhance
interest in the game. Also, players in the top standings in the
previous racing competition of fixed scope can, without
interruption, participate in the next racing competition, so that
games offering a sense of "survival" can be provided, and interest
in the game further promoted.
The communicating game system described in the foregoing
adopts various image processing techniques, noted below, in order
to enhance game excitement.
( 1 ) When the car of a player passes over a bumpy road, the screen
displayed on the TV monitor 13 j iggles around in proportion to how
bad the bumps in the bumpy road are.
(2) A diagonal shadow of each vehicle is displayed to add a
three-dimensional effect. The texture of that shadow changes to
agree with the place where it is being cast.
(3) Water droplets are graphically displayed by water-droplet
polygons.
(4) A wet track surface is graphically displayed by means of a


CA 02535087 1997-10-09
63
fogging effect.
(5) Evening and night scenes are graphically displayed by means
of fogging effects.
(6) Scenes with light striking mountains, etc., are graphically
displayed using windows.
The communicating game system of this embodiment has been
described as a system for implementing a driving game, but the game
system of the present invention is not limited to that mode. It
may also be applied to battle games and the like.
More specifically, in a battle game apparatus wherewith a
plurality of players engage jointly in a competitive game while
controlling a plurality of game apparatuses, respectively, the kind
of in-progress entry described in the foregoing can be facilitated.
In such cases, the hardware of the embodiment described in detail
above can be employed with hardly any modif ication, and the game
can be implemented by modifying primarily the software according
to the differences between the games themselves. An example would
be a case in which, while one player 1 is engaged in a contest with
the CPU, the other player 2 takes over from the CPU and engages
player 1 in battle. At this time, there are points of difference,
in that the program must be immediately switched over so that player
2 can manipulate the player character that had been under the
control of the CPU, and, when the game with the player character
inherited from the CPU by player 2 ends, it is necessary for player
2 to then select a player character, and therewith engage in a game
with player 1. For these purposes, any of several methods may be


CA 02535087 1997-10-09
64
employed, including the method of returning the vehicles naturally
to the start line, the method of executing game-over processing,
and the function restoration processing method employing vehicle
pit stops, described in detail earlier. In such cases, of course,
different situations will be used, commensurate with the battle
game in view, such as involving a referee, if it is a boxing game,
providing for technical knockouts, having the contestants return
to ringside between rounds, and so forth.
Various game aspects can be variously modified, and are not
limited to the descriptions in the foregoing. Such aspects include
the way in which players joining a game in progress are allowed
to temporarily participate artificially (as in having them chasing
the pack from behind), the process for determining participation
in the next game of fixed scope (as in providing for a racing
competition of a fixed number of laps), and the way in which the
player characters of losing players are handled (as in making the
cars come into the pits), etc.
The embodiments described herein, moreover, comprise
processing functions to make the video seen from the perspective
of the player characters move up and down according to
irregularities in the track surface and the vehicle operating
conditions. Fig. 28 represents a screen as seen from the
perspective of a player character. The vehicles are provided, as
disclosed in laid-open patent applications H8-276070 [1996] and
H8-276074 [1996], with virtual equipment (such as virtual
suspension behavior computing means), and the vehicles are


CA 02535087 1997-10-09
positioned on the ground (mapped) through this virtual suspension
apparatus on the virtual ground surface in three-dimensional
virtual space.
This suspension behavior is computed from track surface
5 conditions (track surface friction), vehicle steering conditions,
and vehicle speed conditions. The video as seen from the player
character is altered according to the results of this computation.
When the track surface is uneven, for example, the video in Fig.
28 is shown as vibrating up and down. When a rolling behavior is
10 exhibited by the suspension, the video in Fig. 28 is tilted in the
direction of vehicle lean.
The CPU produces video and audio to implement the games
described in the foregoing, by means of application software
provided by such storage media as cartridge I/F or CD-ROM. In
15 addition to the cartridge ROM and CD-ROM storage media already
mentioned for storing game machine action programs, programs may
also be communicated via Internet or PC network.
According to the present invention, as described in the
foregoing, a free-entry type of multi-player competitive game
20 system and game method are provided wherewith a player wishing to
join a communicating competitive game in progress can immediately
participate, albeit artificially, and subsequently automatically
and without interruption join the game officially, so that the
tediousness of having to wait for a game to end can be eliminated,
25 and wherewith the "intermission" between games is done away with,
and multiple games can be continuously perpetuated while, by


CA 02535087 1997-10-09
66
automatically reflecting the scores of the previous game in the
current game, a sense of having "survived" is imparted to a skillful
player, thus enhancing the excitement of the game and thereby making
it more interesting.

Representative Drawing
A single figure which represents the drawing illustrating the invention.
Administrative Status

For a clearer understanding of the status of the application/patent presented on this page, the site Disclaimer , as well as the definitions for Patent , Administrative Status , Maintenance Fee  and Payment History  should be consulted.

Administrative Status

Title Date
Forecasted Issue Date 2009-01-20
(22) Filed 1997-10-09
(41) Open to Public Inspection 1998-04-16
Examination Requested 2006-02-10
(45) Issued 2009-01-20
Deemed Expired 2014-10-09

Abandonment History

There is no abandonment history.

Payment History

Fee Type Anniversary Year Due Date Amount Paid Paid Date
Request for Examination $800.00 2006-02-10
Registration of a document - section 124 $100.00 2006-02-10
Application Fee $400.00 2006-02-10
Maintenance Fee - Application - New Act 2 1999-10-12 $100.00 2006-02-10
Maintenance Fee - Application - New Act 3 2000-10-10 $100.00 2006-02-10
Maintenance Fee - Application - New Act 4 2001-10-09 $100.00 2006-02-10
Maintenance Fee - Application - New Act 5 2002-10-09 $200.00 2006-02-10
Maintenance Fee - Application - New Act 6 2003-10-09 $200.00 2006-02-10
Maintenance Fee - Application - New Act 7 2004-10-12 $200.00 2006-02-10
Maintenance Fee - Application - New Act 8 2005-10-11 $200.00 2006-02-10
Maintenance Fee - Application - New Act 9 2006-10-10 $200.00 2006-09-21
Maintenance Fee - Application - New Act 10 2007-10-09 $250.00 2007-09-20
Maintenance Fee - Application - New Act 11 2008-10-09 $250.00 2008-09-23
Final Fee $300.00 2008-11-04
Maintenance Fee - Patent - New Act 12 2009-10-09 $250.00 2009-09-25
Maintenance Fee - Patent - New Act 13 2010-10-12 $250.00 2010-09-23
Maintenance Fee - Patent - New Act 14 2011-10-11 $250.00 2011-09-29
Maintenance Fee - Patent - New Act 15 2012-10-09 $450.00 2012-09-27
Owners on Record

Note: Records showing the ownership history in alphabetical order.

Current Owners on Record
SEGA ENTERPRISES, LTD.
Past Owners on Record
IZUNO, HIROYUKI
SERIZAWA, NARITO
WASHIO, MANABU
Past Owners that do not appear in the "Owners on Record" listing will appear in other documentation within the application.
Documents

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Document
Description 
Date
(yyyy-mm-dd) 
Number of pages   Size of Image (KB) 
Claims 2007-07-12 2 65
Abstract 1997-10-09 1 16
Description 1997-10-09 71 2,674
Drawings 1997-10-09 22 424
Claims 1997-10-09 2 63
Representative Drawing 2006-03-31 1 18
Cover Page 2006-04-03 1 47
Claims 2008-06-25 2 70
Cover Page 2009-01-10 1 48
Prosecution-Amendment 2007-07-12 6 167
Prosecution-Amendment 2007-01-22 2 40
Assignment 1997-10-09 4 97
Correspondence 2006-03-02 1 37
Correspondence 2006-03-21 1 14
Prosecution-Amendment 2008-01-14 3 86
Prosecution-Amendment 2008-06-25 5 181
Correspondence 2008-11-04 1 40