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Claims  |
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We claim:
1. A game playing system comprising a plurality of independent game
machines, each of said game machines being playable in a single-player
game and a multi-player game with the other game machines simultaneously
in the same game space by the reception and transmission of data between
one player's game machine and the other game machines through data
transmission lines which connect said game machines together into a loop,
each of said game machines comprising:
communication interface means for performing the reception and transmission
of data between the one player's game machine and the other game machines
through said data transmission lines,
said data including game state data representative of the progress of the
game for each of said game machines, data identification codes
representative of each game machine corresponding to said game state data,
and running count data incremented at each time when said game state data
passes through a respective one of said game machines; and
game calculating means for performing the reception and transmission of
data between the one player's game machine and the other game machines
through the communication interface means to make a calculation of the
game in a common game space, said game calculating means comprising:
a data discriminating section means for checking, at each time when data
are transmitted to the one player's game machine, a data identification
code included in said transmitted data to discriminate whether or not said
transmitted data belongs to the one player's game machine;
a count data calculating section means for clearing running count data and
transmitting the cleared running count data to a next game machine when
data belonging to the one player's game machine are transmitted to the one
player's game machine, and for incrementing the running count data and
transmitting the incremented running count data to the next game machine
when data relating to any one of the other game machines are transmitted
to the one player's game machine; and
a data erasing section means for discriminating whether or not the running
count data is higher than a given reference level each time data are
transmitted to the one player's game machine, and for forcedly clearing
the game state data if the running count data is higher than the reference
level, whereby even if there is created any abnormality in any one of the
game machines defining said loop, the remaining game machines can be
normally played in the game.
2. A game playing system as defined in claim 1, wherein each of said game
machines comprises group setting means for grouping said game machines,
including the one players game machine to play a game simultaneously
together with the other game machines grouped into a predetermined group
in the same game space.
3. A game playing system as defined in claim 1, wherein each of said game
machines includes input and output sections for the transmitted data, and
bypass means for automatically by-passing the input and output sections of
any game machine in a fault or power-off condition.
4. A game playing system as defined in claim 1, wherein said game
calculating means comprises a memory means for storing, prior to the start
of the game, data identification codes for all of the game machines
belonging to a group to which the one player's game machine belongs;
a data discriminating means for comparing, at each time data are
transmitted to the one player's game machine, a data identification code
included in said data with a corresponding code stored in said memory to
discriminate whether or not said transmitted data are data of the group to
which the one player's game machine belongs; and
calculating and processing means for performing a calculation of the game
in accordance with the game state data when the transmitted data belongs
to the group to which the one player's game belongs, whereby the reception
and transmission of transmitted data between the game machines within the
group occurs through the data transmission lines,
said transmitted data including game state data representative of the
progress of the game and data identification codes representative of game
machines corresponding to each of the game state data, thereby enabling
players to group the game machines into any group and to play a game
simultaneously within the same game space through the grouped game
machines.
5. A game playing system as defined in claim 1, wherein each of said game
machines comprises player input means for inputting, by a player, of a
game start command signal into the one player's game machine, group
setting means for grouping said game machines, including the one player's
game machine, to participate in a game within the same game space in
accordance with the game start command signal from said player input means
and at least one signal received from the other game machines through the
communications interface means, whereby the grouped game machines can be
played in the game simultaneously within the same game space.
6. A game playing system as defined in claim 5, wherein said group setting
means comprises:
game starting timer means;
a first calculation means for driving said timer means and switching its
own calculation mode from an attractive mode to a game start mode, and for
transmitting, at the same time, a game ready signal to the other game
machines when a game start command signal is inputted into the one
player's game machine in the attractive mode;
a second calculation means for switching its own calculation mode from the
game start mode to a game mode and for transmitting, at the same time, a
game start signal to the other game machines when said timer means is
timed up in the game start mode;
a third calculation means for switching its own calculation mode from the
attractive mode to a game ready mode when a game ready signal is inputted
into the one player's game machine from any one of the other game machines
in the attractive mode;
a fourth calculation means for switching its own calculation mode from the
game ready mode to the game start mode when the game start command signal
is inputted into the one player's game machine from said player input
means in the game ready mode; and
a fifth calculation means for switching its own calculation mode from the
game start mode to the game mode when a game start signal is inputted into
the one player's game machine from any one of the other game machines in
the game start mode, whereby said plurality of independent game machines
interconnected with one another through the transmission lines can be
started simultaneously within the same game space.
7. A game playing system as defined in claim 5, wherein said grouping means
comprises:
game starting timer means;
a first calculation means for driving said timer means and switching its
own calculation mode from an attractive mode to a game start mode and for
transmitting, at the same time, a game ready signal to the other game
machines when a game start command signal is inputted into the one
player's game machine in the attractive mode;
a second calculation means for switching its own calculation mode from the
game start mode to a game mode when said timer means is timed up in the
game start mode;
a third calculation means for driving said timer means and switching its
own calculation mode from the attractive mode to a game ready mode when a
game ready signal is inputted into the one palyer's game machine from any
one of the other game machines in the attractive mode; and
a fourth calculation means for switching its own calculation mode from the
game ready mode to the game start mode when the game start command signal
is inputted into the one player's game machine from said player input
means in the game ready mode, whereby said plurality of independent game
machines interconnected with one another through the transmission lines
can be started simultaneously within the same game space. |
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Claims  |
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Description  |
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BACKGROUND OF THE INVENTION
1. Field of the Invention:
The present invention relates to a game playing system for commercial use
and particularly to such a system enabling a plurality of players to play
a game simultaneously in the same game space.
2.Description of the Prior Art:
With spread of video games, various types of game machines have been
developed and actually used. Almost all such game machines in the prior
art are of a single-player type wherein only one player plays a game in a
completely independent game space. Even where a plurality of identical
game machines are installed in the same place, only one player can play a
game with a computer as a companion.
To enjoy the game with further pleasure, it is desirable that a plurality
of players can simultaneously play the corresponding number of game
machines such as drive game machines together in the same game space to
emulate each other as in driving technique.
To this end, the prior art has provided various types of multi-player game
machines wherein a plurality of players can play the same game
simultaneously in the same game space to increase the enjoyment of the
game.
In the accompanying drawings, FIG. 12 exemplifies one of the prior art
multi-player game machines, which is adapted to display a plurality of
objects to be operated by the respective players in the same scene. The
players can play the same game together in the same game space by
manipulating control members 100A, 100B and 100C on a control panel,
respectively.
As such a multi-player game machine, there is known "GUNTRET" commercially
available from ARITA Company.
FIG. 13 shows another example of the prior art multi-player game machines,
which comprises a plurality of independent display sections each having a
control member 100A, 100B or 100C, each of the display section being
adapted to display a game scene representative of the common game space.
Such a game machine includes, for example, "VS TENNIS" commercially
available from NINTENDO.
In the prior art multi-player game machines, however, the number of players
playable in the same game space is limited to the number of control
members as shown by 100A, 100B and 100C since these control members are
incorporated into one and the same game machine. In the case where the
multi-player game machine has three control members as shown in FIGS. 12
and 13, therefore, only three players can play the same game
simultaneously in the same game space.
Further, since the prior art multi-player game machines are constructed
exclusively for multi-player games with a plurality of control members as
shown by 100A, 100B and 100C and a display or displays being incorporated
into only a single game machine, they are extremely expensive in
comparison with other single-player game machines, resulting in limitation
of the number of game machines which are to be installed for commercial
use.
SUMMARY OF THE INVENTION
It is therefore an object of the present invention to provide a game
playing system for commercial use which uses a plurality of game machines
each playable independently as a single-player game and in which even if
there is created any abnormality in any one of the game machines, the
remaining game machines can normally play the multi-player game.
To this end, the present invention provides a game playing system
comprising a plurality of independent game machines, each of the game
machines being playable in a single-player game and also in a mulit-player
game with the other game machines in the same game space by the reception
and transmission of data between one player's game machine and the other
game machines through data transmission lines which connect said game
machines together into a loop, each of said game machines comprising a
communication interface for performing the reception and transmission of
data between the one player's game machine and the other game machines
through said transmission lines, said data including game state data
representative of the progress of the game for each of said game machines,
a data identification code representative of a game machine corresponding
to said game state data and a running count data incremented at each time
when said game state data pass through the respective one of said game
machines and game calculating means for performing the reception and
transmission of data between the one player's game machine and the other
game machines through the communication interface to make game
calculations, said game calculating means comprising a data discriminating
section for, at each time when data are transmitted to the one player's
game machine, checking a data identification code included in said
transmission data to discriminate whether or not said transmission data
belongs to the one player's game machine, a count data calculating section
for clearing running count data when data belonging to the one player's
game machine are transmitted to the one player's game machine and for
incrementing the running count data and transmitting the incremented
running count data to the next game machine when data relating to any one
of the other game machines are transmitted to the one player's game
machine and a data erasing section for discriminating whether or not the
running count data is higher than a given reference level at each time
when data are transmitted to the one player's game machine and for
forcedly clearing the game state data if the running count data is higher
than the reference level, whereby even if there is created any abnormality
in any one of the game machines defining said loop, the remaining game
machines can be normally played in a game.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a block diagram of a game calculating section used in one
embodiment of a game playing system constructed according to the present
invention.
FIG. 2 exemplifies one arrangement of the present invention wherein a
plurality of game machines are connected together into a loop.
FIG. 3 is a block diagram of the concrete arrangement of each of the game
machines shown in FIG. 2.
FIG. 4 is a block diagram of the concrete arrangement of the group setting
section shown in FIG.3.
FIG. 5 exemplifies a scene to be displayed in the game machines which are
controlled in the game ready mode.
FIG. 6 is a flow chart illustrating the operation of the circuit shown in
FIG. 4.
FIG. 7 exemplifies a game scene to be displayed in the respective one of
driving game machines to which the present invention is applied.
FIG. 8 illustrates a set of transmission data received and transmitted
between the game machines.
FIG. 9 illustrates transmission data relating to a car operated by a
player.
FIG. 10 illustrates transmission data relating to a car operated by a
computer.
FIG. 11 illustrates data used to specify the postion of a running car.
FIGS. 12 and 13 illustrate multi-player game machines in the prior art.
FIG. 14 is a block diagram of another form of the group setting section
used in the present invention.
FIG. 15 is a flow chart illustrating the operation of the group setting
section shown in FIG. 14.
DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS
The present invention will now be described in connection with some
preferred embodiments thereof illustrated in the drawings.
First Embodiment
(a) Arrangement of the Entire System:
FIG. 2 shows the first preferred embodiment of the present invention.
In accordance with the first preferred embodiment, a game playing system
for commercial use comprises a plurality of independent game machines
10-a, 10-b . . . 10-h and data transmission lines 12 connecting the game
machines together into a loop. Each of the game machines is adapted to
transmit data relating to that game machine to the other game machines
through the transmission line 12.
The transmission data includes game state data and data identification
codes and are sent through the transmission line loop 12 while passing
sequentially through the game machines in the clockwise direction.
The game state data are data representative of the progress of game in each
of the game machines while the data identification code is used to specify
a game machine 10 corresponding to the game state data.
One of the features of the present invention is that each of the game
machines 10-a, 10-b . . . 10-h can be played independently in the
single-player game mode and at the same time can be played with the other
game machines simultaneously within the same game space in the
multi-player game mode.
(b) Game Machine
FIG. 3 shows the concrete arrangement of a game machine 10 usable in the
first embodiment of the present invention.
The game machine 10 generally comprises a calculation and control section
20, a display 22, a communication interface 24, an input/output (I/O)
interface 26, a player input section 28 and a coin receiving section 30.
The communication interface 24 is adapted to perform the reception and
transmission of data between a one player's game machine and the other
game machines through the transmission lines 12.
The calculation and control section 20 is adapted to perform various types
of calculations in accordance with input signals from the player input
section 28, coin receiving section 30 and I/O interface 26 and game data
received and transmitted between the one player's game machine and the
other game machines through the communication interface 24 of the one
player's game machine, with the results being imaged on the display 22.
To make a multi-player game by the use of the independent game machines 10,
it is required that a group is formed from the game machines 10 to
participate in the multi-player game prior to the start of game.
(c) Group Setting Section:
To this end, the calculating and processing section 20 comprises a group
setting section 20-1 and a game calculating section 20-2 for performing
game calculations after the setting of a group.
FIG. 4 shows a concrete arrangement of such a group setting section 20-1
which comprises a first calculation means 40, a second calculation means
42, a third calculation means 44, a fourth calculation means 46, a fifth
calculation means 48 and a timer 50.
The timer 50 includes a timer/counter which is adapted to time up after it
has counted ten counts at each given time.
The first calculation means 40 is adapted to execute a program shown by a
flow line 100-1 in FIG. 6.
More particularly, if a game start command signal is inputted into one
player's game machine through its player input section 28 when the game
calculation section 20-1 thereof is in the attractive mode, the timer 50
of this game machine is first started. At the same time, the first
calculation means 40 switches the calculation mode in the game calculating
section 20-2 from the attractive mode to the game start mode and also
transmits a game ready signal to the other game machines 10 through the
communication interface 24 and the transmission lines 12.
The second calculation means 42 is adapted to execute a program shown by a
flow line 100-2 in FIG. 6.
The second calculation means 42 switches the calculation mode in the game
calculating section 20-2 from the game start mode to the game mode if the
timer 50 is timed up when the game calculating section 20-2 is in its game
start mode. At the same time, the second calculation means 42 transmits a
game start signal to the other game machines 10 through the communication
interface 24 and the transmission lines 12.
The third calculation means 44 is adapted to execute a program shown by a
flow line 100-3 in FIG. 6.
The third calculation means 44 switches the calculation mode in the game
calculating section 20-2 from the attractive mode to the game ready mode
if the one player's game machine receives a game ready signal from any one
of the other game machines 10 when the game calculating section 20-2 is
set at its attractive mode.
The fourth calculation means 44 is adapted to execute a program shown by a
flow line 100-4 in FIG. 6.
The fourth calculation means 46 switches the calculation mode in the game
calculating section 20-2 from the game ready mode to the game start mode
if the one player's game machine receives a game start signal from the
player input section 28 when the game calculating section 20-2 is in the
game ready mode.
The fifth calculation means 48 is adapted to execute a program shown by a
flow line 100-5 in FIG. 6.
The fifth calculation means 48 switches the calculation mode in the game
calculating section 20-2 from the game start mode to the game mode if the
one player's game machine receives a game start signal from any one of the
other game machines 10 when the game calculating section 20-2 is set at
its game start mode.
(d) Game Calculating Section:
FIG. 1 also shows a concrete arrangement of a circuit which may be used in
the aforementioned game calculating section 20-2.
The game calculating section 20-2 comprises a memory 60, a data
discriminating section 62, a calculating and processing section 64, a
count data calculating section 66 and a data erasing section 68.
The memory 60 is adapted to store data identification codes for all the
game machines in the group to which the one player's game machine belongs,
transmitted from the game machines through the transmission lines 12,
prior to the start of game. Such data identification codes may be in the
form of any suitable codes such as base numbers which have already been
provided to each of game machines on shipping or random numbers which are
generated by random-number generators contained in game machines.
At each reception of transmission data after the start of game, the data
discriminating section 62 is adapted to compare a data identification code
included in the transmission data with the data identification codes
stored in the memory 60 to discriminate whether or not this transmission
data is data relating to the group to which the one player's game machine
belongs, with the discriminated result being then supplied to the
calculating and processing section 64.
If the transmission data relates to the above group, the calculating and
processing section 64 executes a calculating and processing operation of
the game in accordance with the game state data and transmits the same
transmission data to the other game machines through the communication
interface 24 and the transmission lines 12.
At this time, if the transmission data relates to the one player's game
machine itself, the calculating and processing section 64 processes the
game state data in accordance with the result from the above calculation
to form new game state data which in turn is supplied to the other game
machines.
If the transmission data relates to the group to which the one player's
game machine belongs, but not to the one player's game machine, the
calculating and processing section 64 processes the game state data
depending on the contents of game or transmits the transmission data to
the other game machines without execution of the aforementioned
calculating and processing operation.
In such a manner, each of the game machines used in the first preferred
embodiment of the present invention can perform the reception and
transmission of the transmission data including the game state data
representative of the progress of the game in each game machine and the
data identification code representative of each game machine corresponding
to the respective game state data between such a game machine and the
other game machines. Thus, all the game machines belonging to the same
group can be played in the multi-player game mode under the same
condition.
In accordance with the first embodiment, particularly, even though a
plurality of groups are formed, for example, by the use of eight game
machines 10-a, 10-b . . . 10-h as shown in FIG. 2, each group can play a
multi-player game in the common game space. This can highly increase the
efficiency of utilization in the entire system.
The count data calculating section 66 is adapted to clear the running count
data when the corresponding game machine receives its own transmission
data and to increment the running count data by one at each time when the
transmission data relating to one of the other game machines are
transmitted to said corresponding game machine. The transmission data are
then sent to the next adjacent game machine 10 through the communication
interface 24.
The data erasing section 68 is adapted to judge whether or not the
transmission data received by the corresponding game machine are higher
than a given reference level. If the transmission data are higher than the
reference level, the data erasing section 68 focedly clears the game state
data relating thereto. Thus, even if there is created any abnormality in
any one of the game machines 10-a, 10-b . . . 10-h defining the loop, the
remaining game machines can normally play the game.
Concrete Example
There will now be described a concrete example in which the game playing
system of the present invention is applied to a driving game.
The game playing system is adapted to play a car race by a maximum number
of eight players and comprises eight game machines 10 each of which has a
display 22 imaging one player's car as well as the other seven cars, as
shown in FIG. 7.
The player input section 28 of each of the game machines 10 includes a
start button, a steering wheel, a shift lever, an accelerating pedal, a
braking pedal and so on. In addition to the eight racing cars to be
controlled by the players through the respective game machines 10, the
game space for the game machines includes sixteen (16) cars to be
controlled by a computer.
The driving game is set to extend a play time in each of the game machines
belonging to the same group as a car controlled by a player through a game
machine in the same group reaches the goal within its own play time.
After repetition of such an extension of play time, the driving game is
terminated as all of the remaining cars reaches the goal after they have
rounded on the racing course by given times or if none of the cars can
round on the racing course by given times within the initiately set play
time.
In the game playing system shown in FIG. 2, it is assumed that a set of
transmission data shown in FIG. 8 are transmitted clockwise passing
through the game machines along the transmission lines 12.
Since a scene in the normal video game is updated at each 1/60 seconds, the
transmission speed is preferably set at a level corresponding to one round
of the transmission data through the transmission line loop 12 in
synchronism with the above updating time period.
The set of transmission data shown in FIG. 8 includes transmission data
relating to the eight cars which are to be controlled by the players and
to the sixteen cars which are to be controlled by the computer.
FIG. 9 shows the details of the transmission data relating to the cars
controlled by the players, which data includes a base number, game status,
game group number, command, car status, counter and check-sum.
Each of the base numbers is representative of a game machine 10 and
provided by an output signal from a random-number generating section after
power-on. Data relating to a game machine 10 having a base number can be
distinguished from those of the other game machines. When the data is
being transmitted along the transmission line loop, each of the game
machines 10 may rewrite the contents of the transmission data if that game
machine receives the transmission data corresponding to its own base
number to take them as data relating to the game machine. Naturally, this
base number is stored in the game machine 10.
The game status is representative of what state a game machine 10 is
presently under and provided, for example, by data relating to the
attractive mode, game ready mode, game mode, game over mode and so on.
The game group number is representative of the base numbers of all the game
machines belonging to a group which has initiated to play a game
simultaneously. The game group number data are provided on setting of the
group.
The command data are in the form of various command data used to play one
of the game machines in synchronism with the remaining game machines in
the same group. The command data include, for example, a command for
causing all the racing cars to start simultaneously or another command for
causing the play time of the racing cars to be extended as a car in the
same group is extended in play time.
The car status is representative of data relating to the state of each of
the cars, for example, such as the position of that running car. As shown
in FIG. 11(a), for example, the position of the running car along the
racing course is represented on the Z-axis while the position of the
running car in a direction perpendicular to the racing course is shown
along the X-axis. As shown in FIG. 11(b), further, the orientation of the
car relative to the racing course is represented by an angle of rotation.
If there is created an abnormality in any one of the game machines 10-a,
10-b . . . 10-h defining the loop, the car status information included in
the transmission data for the one game machine will not be updated at all.
This abnormality must rapidly be eliminated since the car controlled by
the one game machine 10 having the abnormality is stopped at a location
within the game space, providing an obstruction for the other normally
running cars.
For such a purpose, the transmission data includes the aforementioned
counter which is running count data counted up on each passage of data
through one of the game machines and cleared by the count data calculating
section 66 on passage of the transmission data through the one game
machine.
In the system of FIG. 2, therefore, the count becomes a maximum value of
eight which will not be exceeded under the normal operation of all the
game machines 10.
If there is created any fault, for example, in a game machine 10-a during
play of a game, the count may exceed eight since the count value included
in the transmission data relating to that game machine 10-a will not be
reset. It is, therefore, possible to detect any abnormal game machine by
checking the aforementioned count value.
The check-sum is representative of the sum of data from the base numbers of
the respective transmission data to the counter and can be used to check
whether or not there is created any error in the respective one of the
transmission data due to affection of noise and the like on communication.
FIG. 10 shows a set of transmission data relating to a car controlled by
the computer, including its base number, car status, counter and
check-sum.
The data relating to the sixteen cars controlled by the computer, among the
set of transmission data shown in FIG. 8, are calculated based on a top
car among the cars controlled by the players.
If this top car is replaced by another car, the game machine 10 used to
calculate the data relating to the sixteen cars controlled by the computer
will also be changed by another game machine.
To this end, the transmission data relating to the cars controlled by the
computer also include the base number and the counter as in those relating
to the cars controlled by the players, as shown in FIG. 10.
Function
As all the game machines 10-a, 10-b . . . 10-h shown in FIG. 2 are turned
on, each game machine begins to execute its own test program and then
informs the other game machines whether or not it is operable through the
transmission lines 12. If any game machine 10 is not turned on or has a
fault, its input and output are automatically by-passed with each other by
means of a switch. Thus, the entire system will be operable even if there
is any inoperative game machine. Such a checking will be periodically
performed after turned on.
It is assumed herein that all the game machines 10-a, 10-b, 10-c . . . 10-h
are operative.
It is also assumed that after all the game machines have been energized,
three game machines 10-a, 10-b and 10-c are to be played by three players.
At this time, each of the game machines 10-a, 10-b and 10-c is in the
attractive mode with its display 22 imaging a game scene calculated by the
computer as an attractive scene.
As the game machine 10-a receives a coin from a player to receive a start
command signal through the player input section 28, this game machine 10-a
is switched from the attractive mode to the game start mode and at the
same time the timer 50 in the game machine 10-a begins to count. The game
start mode is representative of a stand-by state before the start of game.
Simultaneously, the game machine 10-a transmits a game ready signal to the
other game machines through the transmission lines 12.
Thus, all the remaining game machines 10-b, 10-c . . . 10-h are switched
from the attractive mode to the game ready mode with each of the displays
22 thereof imaging, as a game ready scene, a confirmation message
indicative of whether or not the corresponding game machine can play the
multi-player game together with the game machine 10-a, as shown in FIG. 5.
While the game ready scene is being displayed, the other two players must
put coins into the respective game machines (for example, 10-b and 10-h)
to provide start command signals through the respective player input
sections 28. If so done, each of the game machines 10-b and 10-h is
switched from the game ready mode to the game start mode so that they will
be capable of being played in the same game space as the game machine
10-a.
As the timer 50 of the game machine 10-a is counted down to zero after all
the three game machines 10-a, 10-b and 10-h have been set at the game
start mode, the game machine 10-a transmits a game start signal to the
other game machines 10-b and 10-h. In such a manner, the game machines
10-a, 10-b and 10-h will be started simultaneously.
The transmission data relating to the game machines 10-a, 10-b and 10-h
among the set of transmission data shown in FIG. 8 are provided, at their
game group number areas, with base numbers in the same group.
While the transmission data are being transmitted through the transmission
lines, therefore, the base numbers of the game machines belonging to the
same group are provided to the game machines 10-a, 10-b and 10-h as data
identification codes.
In accordance with the present embodiment, thus, the three game machines
10-a, 10-b and 10-h can be played in the multi-player mode under the same
condition within the same game space.
After started, the three game machines 10-a, 10-b and 10-h take in the data
of FIG. 8 on each reception in synchronism with the updating cycle of the
video game scene. Each of the game machines performs a calculation of the
game and displays game scenes on its display 22 in accordance with game
state data included in the transmission data for the group to which the
game machine belongs (in the present embodiment, car status data shown in
FIG. 9).
If it is assumed that the cars controlled by the game machines 10-b and
10-h runs immediately ahead of the car controlled by the game machine
10-a, therefore, all these cars are imaged on the display of the game
machine 10-a.
As a result, the three players can more enjoy the game by emulating each
other in driving technique while viewing the cars imaged on the displays
22 of the game machines 10-a, 10-b and 10-h.
If there is created an abnormality in any one of the game machines 10-a,
10-b . . . 10-h defining the loop, the car status information included in
the transmission data for the one game machine will not be updated at all.
This abnormality must rapidly be eliminated since the car controlled by
the one game machine 10 having the abnormality is stopped at a location
within the game space, providing an obstruction for the other normally
running cars.
In accordance with the present invention, such an elimination of the car
controlled by the abnormal game machine 10 is accomplished by the use of
the count data calculating section 66 and the data erasing section 68.
The count data calculating section 66 is adapted to perform said
calculating and processing operation to the set of transmission data shown
in FIG. 8 on reception of them.
If it is assumed that the set of transmission data as shown in FIG. 8 have
passed, for example, through a game machine 10-a, the count data
calculating section 66 in the game machine 10-a clears the count for the
transmission data relating to this game machine and at the same time
increments the count for the transmission data relating to the cars
controlled by the other game machines and computer by one.
Thus, the count included in the transmission data shown in FIG. 8 will not
exceed eight when all the game machines 10 are in their normal operation.
If any one of the game machine, for example, game machine 10-h fails during
playing of a game, however, the count value may exceed eight since the
count of the data corresponding to the game machine 10-h will not be
reset.
To avoid such a problem, the data erasing section 68 is adapted to judge
whether or not the running count data is higher than a given reference
level at each time when the transmission data are transmitted to | | |