`
`(12) United States Patent
`Serizawa et al.
`
`(10) Patent No.:
`(45) Date of Patent:
`
`US 7,090,577 B2
`*Aug. 15, 2006
`
`(54) RACE GAME SYSTEM AND METHOD OF
`ENTRY
`(75) Inventors: Narito Serizawa, Tokyo (JP); Manabu
`Washio, Honolulu, HI (US); Hiroyuki
`Izuno, Tokyo (JP)
`(73) Assignee: Kabushiki Kaisha Sega Enterprises,
`Tokyo (JP)
`Subject to any disclaimer, the term of this
`patent is extended or adjusted under 35
`U.S.C. 154(b) by 116 days.
`This patent is Subject to a terminal dis
`claimer.
`(21) Appl. No.: 10/119,127
`
`(*) Notice:
`
`(22) Filed:
`
`Apr. 10, 2002
`
`(65)
`
`Prior Publication Data
`US 20O2/O1690 13 A1
`Nov. 14, 2002
`Related U.S. Application Data
`(62) Division of application No. 09/077,657, filed as appli
`cation No. PCT/JP97/03650 on Oct. 9, 1997, now Pat.
`No. 6,632,138.
`Foreign Application Priority Data
`(30)
`Oct. 9, 1996
`(JP)
`................................... 8-268477
`May 16, 1997 (JP)
`................................... 9-126546
`
`(51) Int. Cl.
`(2006.01)
`A63F I3/00
`(52) U.S. Cl. ............................... 463/6: 463/29: 463/42
`
`(58) Field of Classification Search .................. 463/20,
`463/6, 7, 24, 31, 36, 37, 29, 40, 41, 42, 25,
`463/43; 434/62
`See application file for complete search history.
`
`(56)
`
`References Cited
`
`U.S. PATENT DOCUMENTS
`4,572,509 A
`2f1986 Sitrick
`4,738,451 A * 4, 1988 Logg ........................... 463/15
`5,269,687 A * 12/1993 Mott et al. ........
`... 273.454
`5,354.202 A * 10/1994 Moncrief et al. ........... 273/4.54
`5,366,376 A * 11/1994 Copperman et al. ... 273/148 B
`5,368,484 A * 11/1994 Copperman et al. ... 273/148 B
`5,586.257 A * 12/1996 Perlman ...................... 463/42
`5,762.552 A * 6/1998 Vuong et al. ................. 463,25
`5,772,504 A * 6/1998 Machiguchi ................... 463/6
`5,846,132 A 12, 1998 Junkin ......................... 463/42
`5,921,780 A * 7/1999 Myers ...
`... 434/29
`5.984,787 A * 1 1/1999 Redpath ....
`... 463/42
`6,039,648 A
`3/2000 Guinn et al. .................. 463/16
`6,080,063 A * 6/2000 Khosla ......
`... 463/42
`6,155,927 A * 12/2000 Levasseur et al. ............ 463/42
`OTHER PUBLICATIONS
`Battle.Net(R) Trademark registration, May 15, 1996, TESS, USPTO
`web site.
`Diablo II Multiplayer FAQ.*
`Diablo II Realms FAQ.*
`Diablo II Strategy Guide; Mulitplayer (Battle.net(R) Chapter.*
`Bowen et al. How to get the most out of Compuserve, Revised
`Fourth Edition. Bantam Books, New York, 1989, pp. 377-383.*
`* cited by examiner
`Primary Examiner John M. Hotaling, II
`
`
`
`ABSTRACT
`(57)
`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 (ST3) 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 (ST7).
`
`5 Claims, 22 Drawing Sheets
`
`
`
`(a)
`
`(b)
`
`-------------(goal G.)
`Y-Final
`checkpoint PFN
`t
`(d)
`
`th
`2
`(c)
`
`thith invisible
`
`checkpoint PUW
`
`(goalGL)
`StartST
`- - - goalGL)
`---
`Final
`e PFN
`C
`
`to
`
`B
`
`(in-progress entry)
`
`(e)
`
`=4
`statist
`
`th
`(goal GL) 7ts
`
`f
`Final
`checkpoint PFN
`
`APPL-1009
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`Aug. 15, 2006
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`Sheet 1 of 22
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`US 7,090,577 B2
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`deu º Imp(el
`WW}}
`
`| ZOI
`
`Offi
`
`
`
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`
`
`
`
`
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`APPL-1009
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`Aug. 15, 2006
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`Sheet 2 of 22
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`US 7,090,577 B2
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`
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`
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`
`
`
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`
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`pl |
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`06eu!
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`SJOSS000Id
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`SJOSS000Id
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`06eu]]
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`SJOSS000Id
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`APPL-1009
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`Sheet 3 of 22
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`US 7,090,577 B2
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`?6eu]]
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`SJOSS300/d
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`96eu]]
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`SJOSS900]d
`
`qOz
`
`BOZ
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`APPL-1009
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`Sheet 4 of 22
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`Sheet 5 of 22
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`FIG. 5
`
`Advertisement (cars
`controlled by CPU and
`players Continually
`run on the track)
`
`STOA
`
`
`
`
`
`
`
`STOC
`
`Intermediate
`situation
`generation?
`
`POWerturned on
`by Operator
`
`Eviroment Set
`by operator
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`P Coin
`insertion
`YES -ST3
`Vehicle and ATMT
`automatic manual)
`Selections Screens
`
`Player play unfolds, game
`start-joining race in
`progress
`
`ST4
`
`Qualifying Heat Heat
`U
`1
`2
`
`PASSPOINT OVER
`
`ST5 Stage terminated
`by time limit
`ST7a
`ST7b
`
`
`
`Failed to
`qualify (failed to
`earn enough
`points)
`
`
`
`Continue Screen
`
`YES
`
`Player game over
`
`
`
`Intermediate situation
`generation
`
`ST5
`
`Vehicle
`performance
`deterioration
`ST53 Pitstop-r-ST52
`
`
`
`Scene of pit work
`(degree of restoration
`depends on time in piis)
`
`Exit pits
`
`ST11
`NO
`
`ST15
`
`Total Score
`display
`
`Ending
`
`ST16
`
`Score
`display
`
`Course
`
`ST14
`
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`Sheet 6 of 22
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`152
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`153
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`152
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`Zoomed Screen
`
`FIG. 8
`
`
`
`Scene of car running on track
`
`APPL-1009
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`Sheet 7 of 22
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`FG. 9
`
`
`
`
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`Camera perspective during game O
`
`FIG 10
`
`DISTANCE
`999999
`
`Start SCreen
`
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`
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`• • • • • • • •N| ]]d MON
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`Sheet 9 of 22
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`3
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`
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`3
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`
`
`3
`
`c
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`Sheet 10 of 22
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`‘‘‘ MON
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`
`
`
`
`• • • • • •X\\iONÀ Lld
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`Sheet 11 of 22
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`DISTANCE
`999999
`
`
`
`FIG. 15
`
`F.G. 16
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`Sheet 12 of 22
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`F.G. 17
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`
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`Sheet 13 of 22
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`Access information on
`block subject car
`curently in
`
`21
`
`
`
`Calculate distance from
`point for this block
`
`hN-S72
`
`Access information or
`blocks OCCupied by
`opponents
`
`
`
`
`
`i
`
`
`
`
`
`
`
`
`
`scubject GN
`16lock and opponent car
`N E
`YES
`Calculate distance form
`point for Opponent car
`
`S25
`
`
`
`
`
`
`
`Compare Subject
`car distance and Opponent
`car distance
`
`ST26
`Subject car is farther
`
`&
`S27
`
`Subject car is closer
`
`S30
`
`ST28
`
`ST29
`
`is flag
`status 22
`
`NO
`
`YES
`Crement par point
`ent p points
`Set flagsatus to
`
`End
`
`ST31
`
`Decrement pass points
`
`ST32
`
`Set flag status to 2
`
`APPL-1009
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`Sheet 14 of 22
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`US 7,090,577 B2
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`
`
`201
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`Aug. 15, 2006
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`Sheet 15 of 22
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`US 7,090,577 B2
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`
`
`e)
`
`J??SeW
`
`JOSS000Id
`
`JOSS000Id
`
`
`
`30ueApe 30e}}
`
`JOSS000Id?
`
`APPL-1009
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`Aug. 15, 2006
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`Sheet 16 of 22
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`Sheet 17 of 22
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`FIG. 23
`
`i-stol.
`
`
`
`i.e.
`
`YES
`Specify competing
`
`<3 Separated
`w
`NO
`sta ST63b
`-1
`YES
`se ST64b
`NO
`3.
`sings - YES
`NO
`
`Bird's-eye
`viewimap-view
`display Screen
`Long Camera
`from track
`Display pit scene
`
`Display mishap, etc.
`
`
`
`
`
`Out of race
`due to mishap 2
`
`NO
`
`Game clear?
`
`sTsa ST66b
`YES
`
`0.
`
`Display awards
`
`APPL-1009
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`Sheet 18 of 22
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`US 7,090,577 B2
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`FIG. 24
`
`
`
`Are other
`players present
`
`
`
`YES
`ACCeSS information
`On other players
`
`Compare Subject
`player and other
`player SCOres
`
`ST71
`
`ST72
`Subject < other
`
`Subject>Other
`Light leader marker
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`
`APPL-1009
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`U.S. Patent
`Aug. 15, 2006
`FG. 25
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`Sheet 19 of 22
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`US 7,090,577 B2
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`st-sco YES
`
`S2
`
`
`
`ls number of
`players 1 ?
`
`S3
`
`YES
`D
`Command Computer
`
`S8-
`
`
`
`
`
`
`
`S8
`
`S10
`
`S11
`
`S13
`
`
`
`YES
`
`
`
`
`
`
`
`Communicating
`conpetition?
`
`NO
`S5
`Command computer
`
`Command
`communicating competition
`
`In-progreSS
`entry?
`YES
`Can entry
`be accepted?
`YES
`Set new
`participants
`
`NO
`
`Continue
`Communicating
`competition?
`NO
`Gametermination
`
`processing
`
`Command Computer
`Competition
`
`YES
`
`S12
`
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`Sheet 20 of 22
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`US 7,090,577 B2
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`F.G. 26
`Start new
`participant
`setting
`
`
`
`S10a
`
`SOb
`
`S10c
`
`S10c
`
`S10e
`
`Calculate Waiting
`players
`
`
`
`
`
`
`
`
`
`Reference winning
`conditions
`
`
`
`Determine winning
`player (Survivor)
`
`
`
`Add waiting
`players
`
`Command image
`processing or
`vehicles of
`losing players
`
`APPL-1009
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`FIG. 27
`t id: 5 TInvisible
`A. B C checkpoint PUV
`
`(b)
`
`
`
`rea exos as coax wros xx sexual wrpo was -ao aro saw (goal GL)
`
`-v-
`Y-Final
`checkpoint PFN
`
`Start ST
`
`(goal GL)
`
`Start ST
`(goal GI.)
`
`----------- Final
`
`C
`
`so PFN
`3 th c
`B
`t
`
`(d)
`
`esares
`
`A
`
`tact2
`(C)
`
`- C
`
`C
`
`t
`
`(in-progress entry)
`
`d
`
`C
`
`tE
`statist
`
`(e)
`
`checkpoint PFN
`
`APPL-1009
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`FIG. 28
`
`
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`z (NZNey V
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`US 7,090,577 B2
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`1.
`RACE GAME SYSTEMAND METHOD OF
`ENTRY
`
`This application is a Divisional of U.S. patent application
`Ser. No. 09/077,657 filed Dec. 7, 1998, now U.S. Pat. No.
`6,632,138, which is a 371 of PCT/JP97/03560 filed on Oct.
`9, 1997.
`
`BACKGROUND OF THE INVENTION
`
`10
`
`2
`between a circle of friends, and do not perform the role of
`true “communications” that would allow play by an indefi
`nite 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 intercommunica
`tions. 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 (tech
`nique) 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 devel
`opment is predicated on the skill and luck of the players
`themselves, so that improper game 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 is
`first 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 partici
`pants 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 communica
`tions-based play is to be continued, the steps of "game
`termination,” “addition of (replacement by) new partici
`pants, and game resumption” are necessary, in that order,
`between one game and the next. It has been pointed out that
`the excitement over and interest in the competitive play can
`be extinguished by this “between time.
`Furthermore, in a conventional driving game, new par
`ticipants are solicited (determined) every time a game is
`over, so that a 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.
`
`15
`
`25
`
`30
`
`1. Field of the invention
`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 conduction a driving (auto race) game,
`for example, comprising a plurality of consoles intercon
`nected 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 mote
`Vividly and realistically. In general, game apparatuses com
`prise a game apparatus main unit having a built-in computer
`for executing previously stored game programs, a controller
`35
`for sending control signals to the computer to issue move
`ment commands to objects represented in the game, a
`display for displaying images associated with the game
`development as the game program is executed by the
`computer, and an audio unit for generating audio to accom
`pany 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 con
`figured in this way, and among them, in turn, are contest
`50
`games in which a plurality of players participate and com
`pete 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 commu
`55
`nication between a plurality of game apparatuses that are
`interconnected, for example, a demonstration is first dis
`played 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 play
`
`40
`
`45
`
`60
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`65
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`
`3
`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 sys
`tem 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 THE INVENTION
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`A game apparatus according to the present invention
`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 per
`petuated 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.
`A game apparatus according to the present invention
`comprises advancing means for automatically advancing a
`game, following a predetermined program, and automati
`cally 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.
`A game apparatus according to the present invention is
`Such that said advancing means comprise: parameter chang
`ing 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 for the purpose of restoring
`the performance parameters; and reinstating means for rein
`stating the vehicle or object after the performance param
`eters 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 simu
`lated 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.
`A game apparatus according to the present invention is
`Such that the advancing means comprise environmental
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`condition changing means for changing the environmental
`conditions as the game advances.
`The track Surface and weather conditions might be con
`tinually 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.
`A game apparatus according to the present invention is
`Such that the advancing means maintain the number of the
`vehicles or objects constant.
`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 set
`ting operations.
`A game apparatus according to the present invention is
`Such that the advancing means 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 environ
`mental 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.
`A game apparatus according to the present invention is
`Such that the selection means 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 pre
`scribed 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 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 consider
`able, 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.
`A game apparatus according to the present invention is
`such that the selection means 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
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`is unattended, then that car can be driven. This method is
`readily understood by players.
`A game apparatus according to the present invention is
`Such that the control terminating means comprise a deter
`mination 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.
`A game apparatus according to the present invention is
`such that the pass count for the vehicle or object is deter
`mined by measuring the position of the vehicle or object
`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 partici
`pants are permitted to join while a race is in progress.
`A game apparatus according to the present invention is
`Such that the control terminating means 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.
`A game apparatus according to the present invention is
`Such that the control terminating means 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.
`A game processing method according to the present
`invention is a game processing method that perpetuates a
`race game, irrespective of the presence or absence of play
`ers, 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 ter
`minates 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 per
`petuated automatically by a CPU, for example, and a player
`can join a race whenever he or she so desires.
`A game processing method according to the present
`invention is such that the joining step comprises: 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 changing step for changing the 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 manda
`tory 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
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`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 consider
`able, 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.
`A game processing method according to the present
`invention is such that the game perpetuating step comprises:
`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.
`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 simu
`lated 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.
`A game processing method according to the present
`invention is such that the game-termination processing step
`determines 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 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.
`A game apparatus according to the present invention
`comprises: a plurality of game machines, each comprising:
`an image processor 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 con
`necting the communications controllers of the plurality of
`game machines; wherein the image processors execute all of
`the processes noted above.
`A game apparatus according to the present invention
`comprises: 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.
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`A game apparatus according to the present invention is
`Such that each of the plurality of game machines comprises
`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.
`A game apparatus according to the present invention is
`Such that, in the plurality of game machines, each of the
`image processors, respectively, processes previously allo
`cated data, and each of the communications controllers,
`respectively, outputs processed data to the other game
`machines, receives data processed by the other game
`machines, and writes these data to a memory in the image
`processor.
`Data a