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HK1235334B - Video game ride - Google Patents

Video game ride Download PDF

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Publication number
HK1235334B
HK1235334B HK17109137.6A HK17109137A HK1235334B HK 1235334 B HK1235334 B HK 1235334B HK 17109137 A HK17109137 A HK 17109137A HK 1235334 B HK1235334 B HK 1235334B
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Hong Kong
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game
vehicle
score
character
vehicles
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HK17109137.6A
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Chinese (zh)
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HK1235334A1 (en
Inventor
Patrick Devin Boyle
Ross Alan OSTERMAN
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Universal City Studios Llc
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Publication of HK1235334A1 publication Critical patent/HK1235334A1/en
Publication of HK1235334B publication Critical patent/HK1235334B/en

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Description

视频游戏乘骑Video Game Rides

技术领域Technical Field

本公开大体涉及游乐园领域。更具体地,本公开的实施例涉及结合游乐园游戏或乘骑使用的方法和装备。The present disclosure relates generally to the field of amusement parks. More specifically, embodiments of the present disclosure relate to methods and apparatus for use in conjunction with amusement park games or rides.

背景技术Background Art

自二十世纪早期以来,游乐园(或主题乐园)越来越大幅地受到欢迎。某些乘骑可以为游客提供沉浸式体验。例如,一系列车辆可以驱动乘骑者通过具有各种特征(包括音频、视频和特殊效果特征)的房间。这些特征还可以涉及乘骑的主题。随着现代乘骑景点的日益增加的精密性和复杂性,以及主题或游乐园顾客之中的期望方面的对应增加,需要改进的并且更加创新的乘骑景点,包括具有更加复杂的车辆选项和涉及乘骑主题的特征的乘骑景点。Since the early 20th century, amusement parks (or theme parks) have grown in popularity. Certain rides can provide visitors with an immersive experience. For example, a series of vehicles can propel riders through rooms with various features, including audio, video, and special effects. These features can also relate to the theme of the ride. With the increasing sophistication and complexity of modern ride attractions, and the corresponding increase in expectations among theme or amusement park patrons, there is a need for improved and more innovative ride attractions, including ride attractions with more complex vehicle options and features related to the ride theme.

发明内容Summary of the Invention

以下概述在范围方面与原始要求保护的主题相称的某些实施例。这些实施例不意图限制本公开的范围,而是这些实施例仅意图提供某些所公开的实施例的简要概述。实际上,本公开可以涵盖可以类似于或不同于以下阐述的实施例的各种形式。The following summarizes certain embodiments that are commensurate in scope with the originally claimed subject matter. These embodiments are not intended to limit the scope of the present disclosure, but rather, these embodiments are intended only to provide a brief overview of certain disclosed embodiments. Indeed, the present disclosure may encompass various forms that may be similar to or different from the embodiments set forth below.

依照一个实施例,一种系统包括配置成容纳一个或多个乘骑者的多个车辆,每一个车辆与游戏角色相关联并且具有车辆接口电路,其中所述多个车辆中的每一个车辆配置成经由车辆接口电路从所述一个或多个乘骑者接收相应输入,并且其中相应输入涉及游戏环境的一个或多个游戏特征。系统还包括游戏控制器,其配置成从车辆接口电路接收涉及相应输入的信息;并且提供指令以基于相应输入中的至少一个而修改游戏环境或多个游戏车辆中的一个或多个的路径,其中相应输入涉及与游戏角色相关联的游戏特征,其中修改游戏环境包括修改游戏内的虚拟或物理对象。According to one embodiment, a system includes a plurality of vehicles configured to accommodate one or more riders, each vehicle being associated with a game character and having vehicle interface circuitry, wherein each of the plurality of vehicles is configured to receive respective inputs from the one or more riders via the vehicle interface circuitry, and wherein the respective inputs relate to one or more game features of a game environment. The system also includes a game controller configured to receive information related to the respective inputs from the vehicle interface circuitry and provide instructions to modify the game environment or a path of one or more of the plurality of game vehicles based on at least one of the respective inputs, wherein the respective inputs relate to a game feature associated with the game character, and wherein modifying the game environment includes modifying a virtual or physical object within the game.

在另一实施例中,一种方法包括从游戏环境中的多个车辆接收一个或多个输入;基于所述一个或多个输入而向每一个单独车辆指派分数或游戏叙事;基于相应单独车辆的分数或游戏叙事而向所述多个车辆中的每一个单独车辆指派游戏环境内的车辆路径;以及向对应的单独车辆传输涉及相应车辆路径的信息。In another embodiment, a method includes receiving one or more inputs from a plurality of vehicles in a gaming environment; assigning a score or game narrative to each individual vehicle based on the one or more inputs; assigning a vehicle path within the gaming environment to each individual vehicle of the plurality of vehicles based on the score or game narrative of the respective individual vehicle; and transmitting information relating to the respective vehicle path to the respective individual vehicle.

在另一实施例中,控制器包括存储器。存储器存储指令,所述指令在被执行时,配置成访问游戏环境的第一设置;提供指令以激活游戏环境的第一设置;从游戏环境中的单独车辆接收一个或多个输入;基于所述一个或多个输入而访问游戏环境的第二设置;以及提供指令以激活游戏环境的第二设置,其中第一设置与游戏环境中的第一位置相关联,并且第二设置与游戏环境中的第二位置相关联;以及配置成执行指令的处理器。In another embodiment, a controller includes a memory storing instructions that, when executed, are configured to access a first setting of a gaming environment; provide instructions to activate the first setting of the gaming environment; receive one or more inputs from a separate vehicle in the gaming environment; access a second setting of the gaming environment based on the one or more inputs; and provide instructions to activate the second setting of the gaming environment, wherein the first setting is associated with a first location in the gaming environment and the second setting is associated with a second location in the gaming environment; and a processor configured to execute the instructions.

附图说明BRIEF DESCRIPTION OF THE DRAWINGS

本公开的这些和其它特征、方面和优点在参照随附各图来阅读以下详细描述时将变得更好理解,其中贯穿各图的相同字符表示相同的部分,其中:These and other features, aspects, and advantages of the present disclosure will become better understood upon reading the following detailed description with reference to the accompanying drawings, in which like characters represent like parts throughout the various figures, and in which:

图1是依照本技术的交互式车辆乘骑的框图;FIG1 is a block diagram of an interactive vehicle ride in accordance with the present technology;

图2是依照本技术的游戏环境中的车辆的透视图;FIG2 is a perspective view of a vehicle in a gaming environment in accordance with the present technology;

图3是依照本技术的游戏环境中的多玩家车辆的框图;3 is a block diagram of a multi-player vehicle in a gaming environment in accordance with the present technology;

图4是依照本技术的交互式车辆乘骑系统的框图;FIG4 is a block diagram of an interactive vehicle ride system in accordance with the present technology;

图5是依照本技术的用于基于游戏玩耍的车辆路径确定的方法的流程图;5 is a flow chart of a method for game play-based vehicle path determination in accordance with the present technology;

图6是依照本技术的多路径游戏的框图;FIG6 is a block diagram of a multi-path game according to the present technology;

图7是依照本技术的多路径游戏的示意图;FIG7 is a schematic diagram of a multi-path game according to the present technology;

图8示出依照本技术的游戏环境中的不同游戏设置之间的转变;FIG8 illustrates transitions between different game settings in a gaming environment in accordance with the present technology;

图9是依照本技术的用于基于玩家技能水平而确定游戏分数的方法的流程图;以及9 is a flow chart of a method for determining a game score based on a player's skill level in accordance with the present technology; and

图10是依照本技术的指派到不同玩家的游戏特征的侧视图。10 is a side view of game features assigned to different players in accordance with the present technology.

具体实施方式DETAILED DESCRIPTION

本公开涉及交互式游戏乘骑,其包括提供可以由车辆中的乘骑者体验的音频、视觉和物理效果的乘骑的特征,以及游戏的特征,包括与各种游戏效果的玩家交互和基于交互的动态体验。交互式游戏乘骑与为每一个乘骑者提供静态体验的被动乘骑相对,例如,被动乘骑在每一次进行乘骑时不包括可变路线或结果,和/或不准许与乘骑的物理特征的动态乘骑者交互或控制。本技术促进每一次进行乘骑时针对每一个车辆和/或游戏玩家的潜在不同的体验。另外,游戏玩家可以主动控制其物理环境的结果。再进一步地,交互式游戏乘骑将虚拟效果的玩家控制的动作与物理结果耦合。例如,如果被投影的虚拟玩家化身跳到杠杆上(真实的或被投影的),杠杆致动并且可以打开物理吊桥。在另一示例中,效果的物理激活,诸如风扇,可以将碎片吹离道路,从而示出隐藏的通路。在该示例中,碎片可以包括被投影的或虚拟的碎片,其在显示器上以与物理效果协调的方式改变。以此方式,交互式游戏乘骑提供对若干乐园拜访的持续兴趣。The present disclosure relates to interactive gaming rides, which include ride features that provide audio, visual, and physical effects experienced by riders in vehicles, as well as gaming features, including player interaction with various gaming effects and dynamic experiences based on these interactions. Interactive gaming rides are contrasted with passive rides that provide a static experience for each rider. For example, passive rides do not include variable routes or outcomes each time a ride is taken, and/or do not allow for dynamic rider interaction or control of the ride's physical features. This technology facilitates a potentially different experience for each vehicle and/or game player each time a ride is taken. Additionally, game players can actively control the outcomes of their physical environment. Furthermore, interactive gaming rides couple player-controlled actions of virtual effects with physical outcomes. For example, if a projected virtual player avatar jumps onto a lever (real or projected), the lever actuates and can open a physical drawbridge. In another example, physically activating an effect, such as a fan, can blow debris off a road, revealing a hidden passage. In this example, the debris can include projected or virtual debris that changes on the display in a coordinated manner with the physical effects. In this way, the interactive game ride provides continued interest over several park visits.

交互式游戏乘骑可以允许具有取决于游戏玩家所做出的选择的可变或唯一叙事的讲故事。例如,这样的选择可以包括进行角色扮演或遵循的特定游戏角色的选择、游戏内的对象的选择、说出某些触发短语等。交互式游戏乘骑还可以提供沉浸式视频游戏类型体验,其允许玩家在大规模设置中体验其挚爱游戏。交互式游戏乘骑可以容纳变化的水平或能力的游戏玩家,并且可以包括影响乘骑路径和故事的游戏玩家(包括多玩家)交互,其既是单独地(即针对各个玩家)也是集体地(即多玩家玩耍结果可以影响针对游戏中的所有玩家的车辆路径或故事叙事)。另外,交互式游戏乘骑可以充当用于各种游戏类型的平台,包括第一人称射击游戏、竞速游戏、运动游戏、逻辑游戏、解题游戏、谜题、嵌入叙事等。为了扩充游戏体验,游戏乘骑还可以准许各个车辆中的玩家或每一个车辆内的各个玩家(例如车辆乘骑者)认同特定游戏角色并且作为该角色而体验游戏,即角色扮演。例如,交互式游戏乘骑可以准许玩家从角色菜单选择角色或者可以促进向玩家的角色指派。角色然后可以与特定技能水平或特定游戏目标相关联。在某些实施例中,游戏乘骑可以评估或向每一个玩家指派技能水平并且相应地进行适配。Interactive game rides can allow for storytelling with variable or unique narratives depending on the choices made by the game player. For example, such choices can include selecting a specific game character to role-play or follow, selecting an in-game object, speaking certain trigger phrases, etc. Interactive game rides can also provide an immersive video game-style experience, allowing players to experience their favorite games in a large-scale setting. Interactive game rides can accommodate gamers of varying levels or abilities and can include game player (including multiplayer) interactions that affect the ride path and story, both individually (i.e., for each player) and collectively (i.e., the results of multiplayer play can affect the vehicle path or story narrative for all players in the game). In addition, interactive game rides can serve as a platform for various game types, including first-person shooters, racing games, sports games, logic games, problem-solving games, puzzles, embedded narratives, etc. To expand the gaming experience, game rides can also allow players in individual vehicles or individual players within each vehicle (e.g., vehicle riders) to identify with a specific game character and experience the game as that character, i.e., role-playing. For example, an interactive game ride may allow a player to select a character from a character menu or may facilitate the assignment of a character to a player. The character may then be associated with a specific skill level or a specific game objective. In some embodiments, the game ride may assess or assign a skill level to each player and adapt accordingly.

在一个实施例中,游戏系统自身可以承担领导或主要角色的作用,并且游戏玩家可以选择支持角色(即除了主要角色之外的角色)。例如,游戏可以准许以取决于游戏叙事而提升/帮助或阻碍主要角色的目标为目标玩游戏的支持角色的选择。游戏玩家的单独和/或集体玩耍进而影响由游戏系统为主要角色呈现的故事叙事,包括主要角色采取的路径和选择。以此方式,单独乘骑者玩家可以控制其单独的支持角色,但是作为集体车辆组,他们可以一起控制看似正在引领其车辆或以其它方式引导叙事的主要角色。在其它实施例中,游戏玩家可以承担一个或多个主要角色的作用并且作为该主要角色体验游戏乘骑。在另外的实施例中,其它玩家也可以承担游戏内的支持角色的作用。角色还可以采取投影在游戏环境内或显示在视频屏幕上的特定角色化身的形式。In one embodiment, the game system itself can assume the role of a leader or main character, and game players can select supporting characters (i.e., characters other than the main character). For example, a game may allow the selection of supporting characters whose goal is to play the game with the goal of enhancing/helping or hindering the main character depending on the game narrative. The individual and/or collective play of the game players then influences the story narrative presented by the game system for the main character, including the path and choices taken by the main character. In this way, individual rider players can control their individual supporting characters, but as a collective vehicle group, they can together control the main character who appears to be leading their vehicle or otherwise directing the narrative. In other embodiments, game players can assume the role of one or more main characters and experience the game ride as the main character. In another embodiment, other players can also assume the role of supporting characters within the game. The characters can also take the form of specific character avatars projected within the game environment or displayed on a video screen.

交互式游戏乘骑还可以提供响应于来自游戏玩家的兴趣而改变的动态叙事的益处。例如,如果有小儿童的家庭正在参与乘骑,游戏可以接收关于玩家年龄的输入以选择适当的游戏环境。可替换地或此外,与游戏的玩家交互还可以影响游戏以提供反馈。在一个示例中,游戏是一系列谜题房间,并且玩家在每一个场景或谜题内采取的动作改变环境并且允许不同路径被激活或发生不同物理效果。Interactive game rides can also offer the benefit of a dynamic narrative that changes in response to the interests of the game's players. For example, if a family with young children is participating in a ride, the game can receive input about the player's age to select an appropriate gaming environment. Alternatively, or in addition, player interaction with the game can also influence the game to provide feedback. In one example, the game is a series of puzzle rooms, and the player's actions within each scene or puzzle change the environment and allow different paths to be activated or different physics effects to occur.

当玩家行进通过游戏时,他们可以经由一个或多个游戏输入设备与游戏交互,该游戏输入设备在某些实施例中可以作为游戏车辆的部分提供或者可以作为便携式无线设备提供。这样的设备可以是熟悉的玩游戏附件,诸如操纵杆、方向盘、魔杖、标记物(例如配置为武器的控制器)等。在游戏操纵杆的示例中,当玩家在游戏内时,操纵杆可以控制游戏环境的视频表面上(例如墙壁、天花板或地板上)的化身,并且基于玩家自己的化身控制,游戏可以动态地调节游戏体验以反映玩家已经选择或瞄准了什么,或者玩家在视频表面上移动到了哪里。例如,选择可以指示已经被射击的目标或者已经打开的门。此外,游戏输入设备可以用于与视频、投影、作为游戏中的物理对象的部分的显示或表面(例如交互式对象、屏障)交互,并且游戏控制器可以配置成从来自输入设备、表面上的传感器和/或诸如游戏系统内的相机之类的外部传感器的输入确定交互的性质。在另一实施例中,玩家的移动或动作可以由关于游戏的各种传感器感测并且用作对游戏的输入。例如,如果玩家说出某个短语,环境内的传感器可以向控制器提供作为输入的所感测到的音频以触发特定游戏动作,其中“是”的游戏玩家陈述具有与“否”的陈述不同的游戏结果。相应地,游戏还可以包括与游戏角色(电子动物角色或游戏内的演员)的游戏玩家交互。这样的交互还可以取决于交互的结果而向游戏提供动态输入以触发环境内的改变。As players navigate the game, they can interact with it via one or more game input devices, which, in some embodiments, may be provided as part of a game vehicle or as portable wireless devices. Such devices can be familiar game accessories such as joysticks, steering wheels, wands, markers (e.g., controllers configured as weapons), and the like. In the example of a game joystick, while the player is in the game, the joystick can control an avatar on a video surface (e.g., a wall, ceiling, or floor) of the game environment. Based on the player's own avatar control, the game can dynamically adjust the game experience to reflect what the player has selected or aimed at, or where the player has moved on the video surface. For example, a selection can indicate a target has been shot at or a door has opened. Furthermore, game input devices can be used to interact with video, projections, displays, or surfaces that are part of physical objects in the game (e.g., interactive objects, barriers), and the game controller can be configured to determine the nature of the interaction based on input from the input devices, sensors on the surface, and/or external sensors such as cameras within the gaming system. In another embodiment, the player's movements or actions can be sensed by various game-related sensors and used as input to the game. For example, if a player speaks a certain phrase, sensors within the environment can provide the sensed audio as input to the controller to trigger a specific game action, where a "yes" player statement has a different game outcome than a "no" statement. Accordingly, the game can also include player interactions with game characters (animatronic characters or in-game actors). Such interactions can also provide dynamic input to the game to trigger changes within the environment depending on the outcome of the interaction.

游戏控制器操作地连接到系统的某些组件,与这些组件通信和/或控制这些组件的操作,该游戏控制器可以包括一个或多个自动化控制器,例如可编程逻辑控制器(PLC)。例如,游戏控制器控制一个或多个游戏表面上的图像或视频的显示,并且在某些实施例中,还可以提供指令以控制游戏车辆内的显示的某些方面。此外,游戏控制器还配置成从各种游戏组件(包括游戏输入设备、游戏车辆、游戏环境特征、传感器等)接收输入,以控制游戏玩耍的某个方面。此外,在特定实施例中,游戏控制器可以配置成控制用于游戏中的任何车辆的单独车辆运动。例如,交互式游戏乘骑系统可以实现有被自主引导的车辆。在这样的实施例中,车辆路径经由游戏控制器确定并且游戏玩家不驾驶或操纵车辆。然而,与游戏的游戏玩家交互可以提供为对游戏控制器的输入,该输入不仅影响车辆路径还触发车辆效果(例如噪声效果、车辆抖动或倾斜等)。另外,依照本公开,游戏控制器可以在游戏操作者控制之下或基于车辆乘骑者的技能或性能而更新或改变游戏配置。The game controller is operatively connected to certain components of the system, communicating with them and/or controlling their operation. The game controller may include one or more automated controllers, such as a programmable logic controller (PLC). For example, the game controller controls the display of images or videos on one or more gaming surfaces and, in certain embodiments, may also provide instructions to control certain aspects of the display within a game vehicle. Furthermore, the game controller is configured to receive input from various game components (including game input devices, game vehicles, game environment features, sensors, etc.) to control certain aspects of game play. Furthermore, in certain embodiments, the game controller may be configured to control the individual vehicle movements of any vehicle in the game. For example, an interactive game ride system may be implemented with autonomously guided vehicles. In such an embodiment, the vehicle path is determined by the game controller, and the game player does not drive or steer the vehicle. However, player interaction with the game may provide input to the game controller, which not only affects the vehicle path but also triggers vehicle effects (such as noise effects, vehicle jolt or tilt, etc.). Furthermore, according to the present disclosure, the game controller may update or change the game configuration under the control of the game operator or based on the skill or performance of the vehicle rider.

所公开的交互式视频游戏乘骑可以实现有游乐园景点,包括演出、乘骑、促销等。通过结合特定主题来采用交互式视频游戏乘骑,诸如传统的视频游戏,鼓励顾客拜访游乐园并且进一步使得顾客能够享受由游乐园提供的主题体验。另外,由于交互式视频游戏乘骑是可配置且动态的,一个游戏环境可以配置成托管具有数个不同主题或叙事的游戏。The disclosed interactive video game ride can be implemented as an amusement park attraction, including shows, rides, promotions, and the like. By incorporating a specific theme into the interactive video game ride, such as a traditional video game, patrons are encouraged to visit the amusement park and further enabled to enjoy the themed experience offered by the amusement park. Additionally, because the interactive video game ride is configurable and dynamic, one gaming environment can be configured to host games with several different themes or narratives.

考虑到前文,图1图示了依照本公开的交互式游戏乘骑系统10的实施例。交互式游戏乘骑系统10可以包括用于一个或多个游戏车辆16的游戏环境14。在所图示的实施例中,多个车辆16位于游戏环境14内并且配置成在游戏环境14中移动。游戏环境14一般可以是指演出场地12或其中玩游戏的建筑物内的位置。在某些实施例中,游戏环境14可以包括不同的位置(例如环境14a-14f),其可以经由通道或门而互连。在其它实施例中,环境14a-f可以是较大演出场地12的分离区段。游戏系统10可以取决于游戏玩耍而准许或促进一个或多个车辆16在环境14a-f的全部或仅子集内的移动。另外,每一个车辆16可以在演出场地12内与其它车辆16一起或者独立地移动,使得车辆16拜访不同的游戏环境14a-f。With the foregoing in mind, FIG1 illustrates an embodiment of an interactive game ride system 10 according to the present disclosure. The interactive game ride system 10 may include a game environment 14 for one or more game vehicles 16. In the illustrated embodiment, multiple vehicles 16 are located within the game environment 14 and are configured to move within the game environment 14. The game environment 14 may generally refer to locations within a performance venue 12 or a building where games are played. In some embodiments, the game environment 14 may include different locations (e.g., environments 14a-14f), which may be interconnected via passageways or doors. In other embodiments, the environments 14a-f may be separate sections of a larger performance venue 12. The game system 10 may permit or facilitate movement of one or more vehicles 16 within all or only a subset of the environments 14a-f, depending on the game play. Furthermore, each vehicle 16 may move within the performance venue 12, either together with other vehicles 16 or independently, such that the vehicles 16 visit different game environments 14a-f.

例如,在游戏玩耍的一个示例中,第一车辆16可以行进通过环境14a,14c和14e,而第二车辆16可以行进通过环境14c,14b,14d,14f和14e。游戏环境14可以配置用于使多个车辆16同时玩耍或者可以配置成仅保持一个或几个车辆16。相应地,操作中的游戏可以表征在演出场地12内的特定位置处汇聚以一起玩耍并且然后分离以达成各自的游戏目标的车辆16。以此方式,系统10还可以配置成最大化高兴趣游戏环境14的可用操作时间,该可用操作时间原本可能形成游戏玩耍的瓶颈,并且演出场地内的车辆16的分布可以经由一个或多个基于规则的算法来部分地确定,该基于规则的算法作为输入而使用特定游戏环境14中的车辆16的期望数目、环境14中的车辆时间的期望长度、环境14的游戏目标、用于任何物理效果的恢复时间等。无论指派哪一个车辆路径,对于某些游戏,呈现线性故事或叙事,其例如经由所选游戏角色化身来合并游戏玩家交互。系统10可以存储基于特定输入的接收而激活的不同的叙事或结果。在某些实施例中,游戏系统10可以具有超过100个或超过1000个不同的可能叙事,其可以包括可变车辆路径、物理对象、物理效果、角色交互等。每一个车辆(或车辆组)在单个游戏的过程期间经历特定线性叙事。然而,叙事是动态的并且响应于来自游戏玩家的输入。相应地,游戏叙事不在游戏的开端设置,使得游戏玩家不能预测将如何展开游戏。For example, in one example of gameplay, a first vehicle 16 may travel through environments 14a, 14c, and 14e, while a second vehicle 16 may travel through environments 14c, 14b, 14d, 14f, and 14e. Game environment 14 may be configured to allow for simultaneous play with multiple vehicles 16 or to maintain only one or a few vehicles 16. Accordingly, the active game may feature vehicles 16 converging at specific locations within performance venue 12 to play together and then separating to achieve their respective game objectives. In this manner, system 10 may also be configured to maximize the available play time of a high-interest game environment 14, which may otherwise bottleneck gameplay. The distribution of vehicles 16 within the performance venue may be determined in part via one or more rule-based algorithms that use as input the desired number of vehicles 16 in a particular game environment 14, the desired length of time a vehicle spends in an environment 14, the game objective of the environment 14, recovery time for any physical effects, and the like. Regardless of which vehicle path is assigned, for some games, a linear story or narrative is presented, incorporating player interaction, for example, via a selected game character avatar. System 10 can store different narratives or outcomes that are activated based on receiving specific input. In some embodiments, gaming system 10 may have over 100 or over 1,000 different possible narratives, which may include variable vehicle paths, physics objects, physical effects, character interactions, and the like. Each vehicle (or group of vehicles) experiences a specific linear narrative during the course of a single game. However, the narrative is dynamic and responsive to player input. Accordingly, the game narrative is not set at the beginning of the game, making it impossible for the player to predict how the game will unfold.

在某些实施例中,系统10还可以基于游戏玩耍和从车辆16中的玩家接收的输入而确定发散的车辆路径。车辆16可以是玩家驾驶和控制的,或者可以提供为经由游戏控制器控制的被自主引导的车辆。在使用被引导车辆的实施例中,车辆路径由游戏控制器确定并且玩家在没有控制车辆16的移动的情况下在演出场地12内移动和至与从各种游戏环境14移动。车辆16还可以包括显示功能,并且关于车辆路径的信息可以提供为地图显示的部分,其还可以促进车辆16的玩家驾驶。这样的显示可以包括游戏的各种特征并且可以是游戏叙事的部分。也就是说,车辆16可以显示包括由控制器选择用于游戏玩耍的游戏环境14的描绘的地图。In certain embodiments, the system 10 may also determine a divergent vehicle path based on gameplay and input received from the player in the vehicle 16. The vehicle 16 may be driven and controlled by the player, or may be provided as an autonomously guided vehicle controlled via a game controller. In embodiments using a guided vehicle, the vehicle path is determined by the game controller and the player moves within the venue 12 and to and from the various game environments 14 without controlling the movement of the vehicle 16. The vehicle 16 may also include display functionality, and information about the vehicle path may be provided as part of a map display, which may also facilitate player driving of the vehicle 16. Such a display may include various features of the game and may be part of the game narrative. That is, the vehicle 16 may display a map including a depiction of the game environment 14 selected by the controller for gameplay.

各个游戏环境14可以包括增强游戏体验并且是交互式的一个或多个特征。与这些特征的玩家交互动态地改变游戏的过程。例如,在一个实施例中,某些车辆12可以经历相对于游戏中的其它车辆和/或相对于经历游戏的其它时间的完全不同的路径以及游戏叙事和挑战。以此方式,关于游戏的每一种体验针对玩家或玩家组进行定制。图2是游戏环境14的透视图,其包括诸如由投影或视频显示30提供的那些之类的虚拟游戏特征。视频显示可以包括各种可选虚拟显示特征32,其能够被游戏玩家(例如玩家46)选择。在某些实施例中,显示可以取决于游戏的期望环境14而是墙壁、天花板和/或地板36的部分。环境14还可以包括交互式物理对象38,例如可以反映依照环境的投影的表面特征,其形成动态物理屏障、视觉兴趣,或者其可以在游戏目标达成时被激活。例如,如果达成某个游戏目标,一罐金子可以在机械控制之下从地板出现。可替换地,屏障可以基于游戏玩耍而被强加或升起。这样的物理对象38还可以包括电子动物图。在一个实施例中,电子动物图可以取决于其游戏玩耍而向游戏玩家46递送不同的音频消息。以此方式,电子动物图可以奖赏高技能玩家46或者向落后的玩家46提供线索以帮助他们赶上游戏中的其它玩家。电子动物图或其它物理对象38可以配置成经由游戏控制器来控制,游戏控制器提供指令以指示车辆16在激活某些运动动作的距离范围内。Each game environment 14 may include one or more interactive features that enhance the game experience. Player interaction with these features dynamically alters the course of the game. For example, in one embodiment, certain vehicles 12 may experience completely different paths, game narratives, and challenges relative to other vehicles in the game and/or relative to other times during the game. In this way, each experience with the game is customized for the player or group of players. Figure 2 is a perspective view of the game environment 14, which includes virtual game features such as those provided by a projection or video display 30. The video display may include various selectable virtual display features 32 that can be selected by the game player (e.g., player 46). In some embodiments, the display may be portions of the walls, ceiling, and/or floor 36 of the environment 14, depending on the desired game environment. The environment 14 may also include interactive physical objects 38, such as surface features that reflect projections of the environment, forming dynamic physical barriers, visual interest, or that can be activated when a game objective is achieved. For example, if a game objective is achieved, a pot of gold may appear from the floor under mechanical control. Alternatively, barriers may be imposed or raised based on game play. Such physical objects 38 may also include animatronics. In one embodiment, the animatronics may deliver different audio messages to the game player 46 depending on their game play. In this way, the animatronics may reward highly skilled players 46 or provide clues to lagging players 46 to help them catch up with other players in the game. The animatronics or other physical objects 38 may be configured to be controlled via a game controller that provides instructions indicating that the vehicle 16 is within range to activate certain motion actions.

游戏环境14还可以配置成激活某些特殊效果40,诸如例如烟雾或水效果。其它物理效果可以包括雪、火、风、冰、温度效果、气味等。特殊效果40可以通过视频显示30来扩充。例如,水墙效果可以包括由视频显示支持的某种物理水,使得玩家46处于他们正在穿过瀑布的印象之下而没有不适地浸湿玩家。游戏环境14还可以包括经由一个或多个扬声器42递送的各种音频效果。操作者接口44控制与游戏环境14的玩家交互,并且可以包括例如一个或多个玩家输入设备,诸如方向盘、刹车和油门、操纵杆、显示屏、一个或多个按钮、枪等。视频显示30上的选择框50指示经由操纵杆或其它输入设备的玩家选择。例如,选择门可以触发类似村舍内部的相邻游戏环境14的游戏控制器激活和车辆16到适当环境14中的自动引导。在不选择门的情况下穿过环境14维持外部设置中的游戏环境。The game environment 14 can also be configured to activate certain special effects 40, such as smoke or water effects. Other physical effects can include snow, fire, wind, ice, temperature effects, scents, and the like. Special effects 40 can be augmented by the video display 30. For example, a water wall effect can include some physical water supported by the video display, giving the player 46 the impression that they are walking through a waterfall without being uncomfortably soaked. The game environment 14 can also include various audio effects delivered via one or more speakers 42. An operator interface 44 controls player interaction with the game environment 14 and can include, for example, one or more player input devices, such as a steering wheel, brake and accelerator pedals, a joystick, a display screen, one or more buttons, a gun, and the like. A selection box 50 on the video display 30 indicates player selections via the joystick or other input device. For example, selecting a door can trigger the game controller to activate an adjacent game environment 14, similar to a cottage interior, and automatically guide the vehicle 16 to the appropriate environment 14. Passing through the environment 14 without selecting a door maintains the game environment in an exterior setting.

在某些实施例中,当多个玩家46存在于单个车辆16中时,车辆16可以包括多个接口44,如图3中所示。每一个接口44准许对游戏的不同输入。在一个实施例中,玩家46a-46d与不同的游戏角色相关联。相应地,每一个玩家46可以具有不同的游戏目标和/或不同的操作者接口44a-44d。例如,在巫师主题游戏中,每一个操作者接口44可以表示与每一个角色相关联的不同魔杖。魔杖可以是玩家自己的魔杖,并且在这样的实施例中,游戏系统10可以在游戏开始配置游戏玩耍并且授权各个魔杖与游戏环境14交互之前链接到魔杖。未经授权的魔杖将不具有与游戏系统10中的特征交互的效果或能力。In some embodiments, when multiple players 46 are present in a single vehicle 16, the vehicle 16 may include multiple interfaces 44, as shown in FIG3 . Each interface 44 allows for different inputs to the game. In one embodiment, players 46a-46d are associated with different game characters. Accordingly, each player 46 may have different game objectives and/or different operator interfaces 44a-44d. For example, in a wizard-themed game, each operator interface 44 may represent a different wand associated with each character. The wands may be the players' own wands, and in such embodiments, the game system 10 may link to the wands before the game begins, configuring game play and authorizing each wand to interact with the game environment 14. Unauthorized wands will not have the effects or abilities to interact with features in the game system 10.

另外,取决于游戏配置的类型,玩家46a-46d可以关于对立团队进行竞争或者可以一起工作以达成联合目标。对于基于团队的玩耍,可以对车辆12进行单独以及累积地评分。各种操作者接口输入可以针对总体车辆分数而积聚,或者可以被仲裁给最高或最低玩家能力以确定车辆路径和/或游戏玩耍或影响展开故事。例如,取决于游戏玩耍,可以揭示附加的线索、叙事中的标绘点或化身交互。在一个实施例中,高级游戏玩耍可以揭示对游戏主题的捆绑信息,诸如电影放映信息,或者可以揭示游戏主题内的特定角色的介绍。在另一实施例中,某个游戏玩耍可以揭示线索或提示以便让新手玩家赶上更有经验的玩家。In addition, depending on the type of game configuration, players 46a-46d can compete on opposing teams or can work together to achieve a joint goal. For team-based play, vehicles 12 can be scored individually and cumulatively. Various operator interface inputs can be accumulated for an overall vehicle score, or can be arbitrated to the highest or lowest player ability to determine vehicle paths and/or game play or influence the unfolding story. For example, depending on the game play, additional clues, plot points in the narrative, or avatar interactions can be revealed. In one embodiment, advanced game play can reveal bundled information about the game theme, such as movie screening information, or can reveal introductions to specific characters within the game theme. In another embodiment, a certain game play can reveal clues or hints to allow novice players to catch up with more experienced players.

如图4中所图示的,系统10包括通信地耦合到一个/多个车辆16和游戏环境14的游戏控制器48。如图4中所示,图4为系统10的框图,本文所公开的技术可以结合系统10的一个或多个组件(包括车辆16、游戏环境14和游戏控制器48)而使用。为了提供单独车辆16的移动,车辆16包括发动机62和刹车64。车辆16的移动可以包括车辆16的行驶(例如加速、减速)、转向和停止。发动机62可以通过任何合适的功率源58来供电,包括但不限于电池、太阳能面板、发电机、内燃机或其任何组合。发动机62和刹车64的操作可以由车辆控制器50来控制。例如,车辆控制器50可以控制发动机62调节其输出功率以使车辆16加速或减速。车辆控制器50还可以控制刹车64以使车辆16减速或停止。另外,车辆控制器50可以在经由操作者接口44来自玩家和/或来自游戏控制器48的指令之下进行操作(例如以基于方向盘或操纵杆的操作者控制而操纵车辆)。As illustrated in FIG4 , system 10 includes a game controller 48 communicatively coupled to one or more vehicles 16 and a gaming environment 14. As shown in FIG4 , which is a block diagram of system 10, the technology disclosed herein can be used in conjunction with one or more components of system 10, including vehicles 16, gaming environment 14, and game controller 48. To provide movement for individual vehicles 16, vehicles 16 include an engine 62 and brakes 64. Movement of vehicle 16 can include driving (e.g., accelerating, decelerating), steering, and stopping. Engine 62 can be powered by any suitable power source 58, including but not limited to batteries, solar panels, generators, internal combustion engines, or any combination thereof. The operation of engine 62 and brakes 64 can be controlled by vehicle controller 50. For example, vehicle controller 50 can control engine 62 to adjust its output power to accelerate or decelerate vehicle 16. Vehicle controller 50 can also control brakes 64 to decelerate or stop vehicle 16. Additionally, vehicle controller 50 may operate under instructions from a player via operator interface 44 and/or from game controller 48 (eg, to steer the vehicle with steering wheel or joystick based operator controls).

车辆16可以包括用于监视其在游戏环境14中的位置的位置反馈系统54。在一个实施例中,位置反馈系统54与游戏环境14中的一个或多个传感器或标签交互。在这样的实施例中,车辆位置反馈系统54包括可以感测传感器或标签以提供车辆16的位置信息的读取器。读取器然后向车辆控制器50供给位置信息,车辆控制器50进而向游戏控制器48提供信息。车辆16可以包括通信模块56以促进与游戏控制器48的通信,并且促进从操作者接口44传输涉及游戏特定输入(例如游戏环境交互)的信息和接收涉及自主车辆引导和受控车辆路径的信息。以此方式,游戏控制器48可以控制车辆16在系统10中的移动。基于来自游戏控制器48的反馈,车辆16还可以经由耦合到显示屏的显示模块60显示游戏信息。游戏信息可以包括车辆分数以及团队分数、游戏环境14的表示(例如2D动态图形显示,包括当前游戏配置和游戏环境14中的车辆位置以及任何可用的交互式显示的要素32)。The vehicle 16 may include a position feedback system 54 for monitoring its position within the gaming environment 14. In one embodiment, the position feedback system 54 interacts with one or more sensors or tags within the gaming environment 14. In such an embodiment, the vehicle position feedback system 54 includes a reader that can sense the sensors or tags to provide position information for the vehicle 16. The reader then supplies the position information to the vehicle controller 50, which in turn provides the information to the game controller 48. The vehicle 16 may include a communication module 56 to facilitate communication with the game controller 48 and facilitate the transmission of information related to game-specific inputs (e.g., gaming environment interactions) from the operator interface 44 and the receipt of information related to autonomous vehicle guidance and controlled vehicle paths. In this manner, the game controller 48 can control the movement of the vehicle 16 within the system 10. Based on feedback from the game controller 48, the vehicle 16 may also display game information via a display module 60 coupled to a display screen. Game information may include vehicle scores and team scores, a representation of the gaming environment 14 (e.g., a 2D dynamic graphical display including the current game configuration and vehicle positions within the gaming environment 14, as well as any available interactive display elements 32).

游戏控制器48和车辆控制器50可以包括各种组件,其可以允许玩家46与车辆16和游戏环境14的交互。另外,游戏环境可以包括用于促进交互式和动态游戏元件的分离的控制电路,包括用于视频显示30的显示电路70、用于追踪车辆16和/或操作者接口44的输入设备的标签或传感器72、声音模块74和用于控制一个或多个物理效果(例如特殊效果40和/或物理对象38;参见图2)的物理效果模块76。游戏环境14的一个或多个所公开的特征可以可替换地实现在车辆12中,例如扬声器可以是车辆12的部分,但是经由游戏控制器48和/或车辆控制器50来控制。The game controller 48 and the vehicle controller 50 may include various components that may allow the player 46 to interact with the vehicle 16 and the game environment 14. In addition, the game environment may include separate control circuits for facilitating interactive and dynamic game elements, including display circuitry 70 for the video display 30, tags or sensors 72 for tracking the vehicle 16 and/or input devices of the operator interface 44, a sound module 74, and a physics effect module 76 for controlling one or more physical effects (e.g., special effects 40 and/or physics objects 38; see FIG2 ). One or more of the disclosed features of the game environment 14 may alternatively be implemented in the vehicle 12, for example, speakers may be part of the vehicle 12 but controlled via the game controller 48 and/or the vehicle controller 50.

虽然在游戏控制器48的上下文中讨论某些元件,但是应当理解的是,车辆控制器50和游戏环境14可以包括类似的组件。例如,车辆控制器16可以是采用通用或专用处理器80的任何设备。车辆控制器16还可以包括用于存储可由处理器80执行以执行本文所描述的用于车辆16的方法和控制动作的指令的存储器设备82。处理器80可以包括一个或多个处理设备,并且存储器82可以包括一个或多个有形、非暂时性、机器可读介质。作为示例,这样的机器可读介质可以包括RAM、ROM、EPROM、EEPROM、CD-ROM或其它光盘储存、磁盘储存或其它磁性存储设备,或者可以用于以机器可执行指令或数据结构的形式承载或存储期望的程序代码并且可以由处理器80或由任何通用或专用计算机或具有处理器的其它机器访问的任何其它介质。此外,游戏控制器48可以配置成通过有线或无线通信路径与游戏环境14和车辆16通信。游戏控制器48可以包括分布式控制系统(DCS)或任何基于计算机的工作站,包括显示器84和完全或部分自动化的输入/输出接口86。While certain elements are discussed in the context of a game controller 48, it should be understood that the vehicle controller 50 and the gaming environment 14 may include similar components. For example, the vehicle controller 16 may be any device that employs a general-purpose or special-purpose processor 80. The vehicle controller 16 may also include a memory device 82 for storing instructions executable by the processor 80 to perform the methods and control actions for the vehicle 16 described herein. The processor 80 may include one or more processing devices, and the memory 82 may include one or more tangible, non-transitory, machine-readable media. By way of example, such machine-readable media may include RAM, ROM, EPROM, EEPROM, CD-ROM or other optical disk storage, magnetic disk storage or other magnetic storage devices, or any other medium that can be used to carry or store desired program code in the form of machine-executable instructions or data structures and that can be accessed by the processor 80 or by any general-purpose or special-purpose computer or other machine having a processor. Furthermore, the game controller 48 may be configured to communicate with the gaming environment 14 and the vehicle 16 via wired or wireless communication paths. The game controller 48 may comprise a distributed control system (DCS) or any computer-based workstation including a display 84 and a fully or partially automated input/output interface 86 .

在一个实施例中,数据至少部分地经由无线网络在游戏控制器48、游戏环境14和车辆控制器50之间输送。车辆控制器50可以向游戏控制器48输送指示车辆状态的数据。这样的数据可以包括用于单独车辆16的车辆标识符和相关联的位置、速度、影响区带、行进方向、发动机输出功率、负载条件等。基于从车辆控制器50接收的数据,游戏控制器48可以向车辆控制器50发送指令以控制车辆16的移动。依照本公开,游戏控制器48可以独立地控制多个乘骑车辆16中的每一个。In one embodiment, data is transmitted between the game controller 48, the gaming environment 14, and the vehicle controller 50 at least in part via a wireless network. The vehicle controller 50 can transmit data indicating the status of the vehicles to the game controller 48. Such data can include vehicle identifiers and associated locations, speeds, zones of influence, directions of travel, engine output power, load conditions, etc. for individual vehicles 16. Based on the data received from the vehicle controller 50, the game controller 48 can send instructions to the vehicle controller 50 to control the movement of the vehicles 16. In accordance with the present disclosure, the game controller 48 can independently control each of the multiple ride vehicles 16.

系统10可以经由与游戏环境14上或游戏环境14中的标签或传感器72交互的位置追踪系统54或用于确定车辆位置的其它合适技术而确定车辆位置和游戏玩家交互。例如,系统10可以包括外部传感器90,诸如相机,其追踪车辆16的位置并且向游戏控制器48提供数据。此外,车辆16可以包括发射器,诸如RFID发射器,其向游戏控制器48提供信号并且可以用于确定位置信息。另外,虽然已经在车辆16的上下文中描述了所公开的实施例,但是在其它实施例中,游戏玩家46可以直接与游戏环境14交互。在这样的实施例中,游戏玩家可以佩戴手表或可以合并位置指示设备的其它物体。可替换地,玩家位置可以经由外部传感器90确定。The system 10 can determine vehicle location and game player interaction via a location tracking system 54 interacting with tags or sensors 72 on or in the game environment 14, or other suitable technology for determining vehicle location. For example, the system 10 can include external sensors 90, such as cameras, that track the location of the vehicle 16 and provide data to the game controller 48. In addition, the vehicle 16 can include a transmitter, such as an RFID transmitter, that provides a signal to the game controller 48 and can be used to determine location information. In addition, while the disclosed embodiments have been described in the context of the vehicle 16, in other embodiments, the game player 46 can interact directly with the game environment 14. In such embodiments, the game player can wear a watch or other object that can incorporate a location indicating device. Alternatively, the player's location can be determined via the external sensors 90.

在操作中,游戏系统(例如图4的游戏乘骑系统10)开始游戏并且车辆16进行通过游戏环境14。它们在游戏的较大演出场地12内和至与从各个环境14的移动可以基于游戏玩耍而动态地确定。这与其中所有乘骑参与者以固定路径在景点内行进的被动乘骑相对。如本文所提供的,交互式游戏乘骑基于游戏玩耍而准许和促进游戏乘骑内的不同路径和/或不同的游戏体验。相应地,游戏的进度不在开始处固定,而是响应于玩家自身及其与游戏特征的交互。In operation, a game system (e.g., the game ride system 10 of FIG. 4 ) starts the game and the vehicles 16 proceed through the game environments 14 . Their movement within the game's larger arena 12 and to and from the various environments 14 can be dynamically determined based on game play. This is in contrast to passive rides, in which all ride participants follow a fixed path within the attraction. As provided herein, interactive game rides allow and facilitate different paths and/or different game experiences within the game ride based on game play. Accordingly, the game's progression is not fixed at the start, but rather responds to the player's own interactions with the game features.

交互式游戏乘骑系统图5是基于其在游戏玩耍期间的车辆路径而向一个或多个车辆16指派车辆路径的方法100的流程图。方法100可以完全或部分地由游戏控制器48执行,如本文使用控制逻辑或编程(例如经由控制器100)提供的。在块102处,控制器48从车辆16接收具有交互式游戏输入信息的一个或多个信号或输入。信息可以是来自操作者接口44和/或显示屏30的信息。例如,信息可以是操纵杆的位置和/或角度、按钮致动、扳机引力等。信息还可以包括经由位置反馈系统54的车辆位置信息。在一个实施例中,控制器48可以接收已经从特定游戏环境位置拉动触发器的信息。另外,控制器48还可以基于光学信号或其它信号而确定是否已经命中目标(例如,枪筒中的光源可以照耀到目标上,并且目标中的光传感器可以提供光检测与游戏目标命中一致的信息)。玩家动作可以经由操作者接口接收并且涉及动作的数据可以存储和/或传输到控制器48以用于另外的处理,诸如块104处的分数确定。在某些实施例中,分数输入可以包括来自捕获玩家运动(诸如魔杖运动)并且提供作为对分数确定算法的输入的运动特性的外部传感器90的输入。如果魔杖运动与作为用于游戏的有效符咒的特定符咒相关联,玩家的分数可以更新成指示成功的“冷冻符咒”或已经投掷的其它符咒。附加的分数输入还可以包括来自游戏环境14中的视频显示器和传感器的信息。例如,视频显示30中的特定对象的选择可以由游戏控制器48接收并且提供为分数输入。基于车辆分数,方法100可以在步骤106处指派游戏中的车辆路径以及在步骤108处修改或更新现有游戏环境以反映玩家的动作和分数或类似的动作计分。例如,如果玩家46选择门,游戏环境14可以经由控制器48更新成显示打开的门而不是关闭的门。一旦指派路径,控制器48向车辆16(例如向车辆控制器50)传送路径信息。方法100通过返回到步骤102来追踪游戏的进度和特定车辆16和/或乘骑者46的分数,以在车辆16在游戏玩耍期间在游戏环境14中进行时处理新的位置信息。FIG5 is a flow chart of a method 100 for assigning vehicle paths to one or more vehicles 16 based on their paths during game play. Method 100 may be executed in whole or in part by a game controller 48, as provided herein using control logic or programming (e.g., via controller 100). At block 102, controller 48 receives one or more signals or inputs from vehicles 16 containing interactive game input information. This information may be from operator interface 44 and/or display screen 30. For example, this information may include the position and/or angle of a joystick, button actuation, trigger pull, etc. The information may also include vehicle position information via position feedback system 54. In one embodiment, controller 48 may receive information indicating that a trigger has been pulled from a specific gaming environment location. Additionally, controller 48 may determine whether a target has been hit based on optical or other signals (e.g., a light source in a gun barrel may shine light onto a target, and a light sensor in the target may provide information indicating that light detection is consistent with a hit on a game target). Player actions can be received via the operator interface, and data related to the actions can be stored and/or transmitted to controller 48 for further processing, such as score determination at block 104. In some embodiments, score input can include input from external sensor 90 that captures player motion (such as wand motion) and provides motion characteristics as input to the score determination algorithm. If the wand motion is associated with a particular spell that is a valid spell for the game, the player's score can be updated to indicate a successful "freeze spell" or other spell that has been cast. Additional score input can also include information from the video display and sensors in game environment 14. For example, the selection of a particular object in video display 30 can be received by game controller 48 and provided as score input. Based on the vehicle score, method 100 can assign a vehicle path in the game at step 106 and modify or update the existing game environment at step 108 to reflect the player's action and score or similar action scoring. For example, if player 46 selects a door, game environment 14 can be updated via controller 48 to display an open door instead of a closed door. Once the path is assigned, the controller 48 transmits the path information to the vehicle 16 (e.g., to the vehicle controller 50). The method 100 tracks the progress of the game and the score of the particular vehicle 16 and/or rider 46 by returning to step 102 to process the new position information as the vehicle 16 progresses through the game environment 14 during game play.

图6是可以经由图5的方法100实现的车辆路径指派的示例。例如,游戏中的两个车辆16a和16b在相同的环境14中开始。车辆然后(例如经由操作者接口44)与游戏环境14交互并且关于交互的信息由游戏控制器48接收。基于该信息,以及附加的信息(例如所选角色、所选玩耍困难度),游戏控制器48向车辆16提供路径信息。对于被自主引导的车辆,车辆控制器自动控制车辆16的路径,包括车辆16在游戏内的速度以及方向、车辆的旋转速度和度数、车辆启停、后退等。在一个实施例中,车辆16a可以与角色A相关联,而车辆16b与角色B相关联。车辆16a可以通过机动操纵控制内的选择并且在图示于显示屏上的路径中的分叉上进行点击来选择通路。基于选择,车辆16a进行到环境14a。类似地,车辆16b可以选择不同的路径,并且车辆16b然后进行通过环境14b。取决于游戏,车辆16a和16b可以在退出游戏之前在另一游戏环境14中来到一起。在一些实施例中,不同车辆12中的玩家与彼此竞争以在期望或获胜的路径上进行。在其它实施例中,多玩家车辆中的玩家遵循多个角色,每一个玩家聚焦在向他/她自己的角色提供输入/控制上。FIG6 illustrates an example of vehicle routing that can be implemented via the method 100 of FIG5 . For example, two vehicles 16a and 16b in a game begin in the same environment 14. The vehicles then interact with the game environment 14 (e.g., via the operator interface 44), and information regarding the interactions is received by the game controller 48. Based on this information, as well as additional information (e.g., the selected character and the selected difficulty level), the game controller 48 provides routing information to the vehicles 16. For autonomously guided vehicles, the vehicle controller automatically controls the routing of the vehicles 16, including the speed and direction of the vehicles 16 within the game, the speed and degree of rotation, and vehicle start, stop, and reverse. In one embodiment, vehicle 16a may be associated with character A, while vehicle 16b may be associated with character B. Vehicle 16a can select a path by selecting within the maneuver controls and clicking on a fork in the path shown on the display screen. Based on the selection, vehicle 16a proceeds to environment 14a. Similarly, vehicle 16b can select a different path and then proceed through environment 14b. Depending on the game, vehicles 16a and 16b can come together in another game environment 14 before exiting the game. In some embodiments, players in different vehicles 12 compete with each other to proceed on a desired or winning path. In other embodiments, players in a multi-player vehicle follow multiple characters, with each player focusing on providing input/control to his/her own character.

图7是可以经由图5的方法100实现的环境14内的车辆路径指派的另一示例。例如,环境14可以包括多个入口120(例如入口120a和120b)和出口122(例如出口122a-d)。基于预定因素,可以向特定入口120指派到游戏中的车辆进入。在一个实施例中,可以在每一次拜访时向新的入口120指派重复的玩家。在另一实施例中,重复的玩家可以经由游戏技能或成就而“解锁”对新的入口的访问。其它入口指派因素可以包括所评估的技能水平、年龄或角色指派(例如特定游戏角色可以被指派预设入口,而其它角色使用其自己规定的入口)或相同车辆中的所有玩家的累积“分数”或表现水平。例如,在一个实施例中,已经达到特定技能水平的重复的游戏玩家在许多游戏玩耍的过程内到达累积分数阈值时可以具有作为选项可用的某些隐藏或特殊的角色。环境14可以包括仅与特定角色相关联的车辆可以进入的某些角色训练房间。例如,角色训练房间可以刚好位于所指派的角色入口120内。FIG7 illustrates another example of vehicle routing within environment 14 that can be implemented via method 100 of FIG5 . For example, environment 14 may include multiple entrances 120 (e.g., entrances 120a and 120b) and exits 122 (e.g., exits 122a-d). Based on predetermined factors, a particular entrance 120 may be assigned to in-game vehicle entry. In one embodiment, repeat players may be assigned a new entrance 120 upon each visit. In another embodiment, repeat players may "unlock" access to new entrances through game skill or achievement. Other entrance assignment factors may include assessed skill level, age, or character assignment (e.g., a specific game character may be assigned a preset entrance, while other characters use their own designated entrances), or the cumulative "score" or performance level of all players in the same vehicle. For example, in one embodiment, repeat game players who have reached a certain skill level may have certain hidden or special characters available as options upon reaching a cumulative score threshold over the course of multiple game sessions. Environment 14 may also include certain character training rooms that are accessible only to vehicles associated with specific characters. For example, a character training room may be located just inside the designated character entrance 120 .

一旦在环境内,游戏可以在玩家车辆在环境14内前进时进行,例如当玩家进入房间并且与游戏环境14交互时。游戏中的某些位置可以触发路径分叉。例如,路径126上的车辆可以到达路径结点128,在路径结点128游戏玩耍可以确定玩家是在路径130上退出到出口122b还是在路径132上退出到出口122d。例如,如果达到游戏目标,车辆可以被命令在路径130上进行到较高水平位置。可替换地,如果没有达到游戏目标,车辆可以在较低水平路径132上进行。相应地,路径可以表示与不同的技能水平相关联的通过环境的路径。路径还可以取决于玩家兴趣而呈现不同的选项。例如,车辆中的一个/多个玩家可以选择是通过地牢还是厨房的路径是更加有意思的,并且可以被准许选择任何路径而与技能水平无关。在所描绘的配置中,其它路径可以通过其它游戏位置进行。路径134可以进行到路径结点136,路径结点136然后可以朝向结点128或结点137分叉,结点137进而可以分叉到路径138和路径139中。这些路径可以表示其它特征。例如,在城堡游戏中,各种路径可以进行通过宝座房间或卧室游戏环境。应当理解的是,所描绘的路径作为示例,并且可以基于期望的游戏目标而选择其它环境配置。某些路径可以比其它路径更长且更加复杂,并且可以与更长的游戏运行时间相关联。另外,可以玩游戏使得不同的车辆经由各种入口同时进入并且使得车辆可以取决于其游戏玩耍而在游戏内汇聚并且然后移动开。在其它示例中,其它车辆可以玩相同的游戏但是可以从不与彼此遭遇,因为它们的路径从不汇聚。Once within the environment, the game proceeds as the player's vehicle progresses through the environment 14, for example, when the player enters a room and interacts with the game environment 14. Certain locations in the game can trigger a forking path. For example, a vehicle on path 126 may reach path junction 128, at which the game player determines whether the player exits on path 130 to exit 122b or on path 132 to exit 122d. For example, if the game objective is achieved, the vehicle may be directed to proceed to a higher-level location on path 130. Alternatively, if the game objective is not achieved, the vehicle may proceed to a lower-level path 132. Accordingly, the paths may represent routes through the environment associated with different skill levels. Paths may also present different options depending on the player's interests. For example, one or more players in a vehicle may choose whether a path through the dungeon or the kitchen is more interesting, and may be allowed to choose any path regardless of skill level. In the depicted configuration, other paths may be taken through other game locations. Path 134 can proceed to path node 136, which can then branch toward node 128 or node 137, which can then branch into path 138 and path 139. These paths can represent other features. For example, in a castle game, various paths can lead through a throne room or bedroom game environment. It should be understood that the paths depicted are examples, and other environment configurations can be selected based on the desired game objectives. Some paths can be longer and more complex than others and can be associated with longer game runtimes. In addition, the game can be played so that different vehicles enter simultaneously via various entrances and so that vehicles can converge within the game and then move away depending on their game play. In other examples, other vehicles can play the same game but can never encounter each other because their paths never converge.

除了经由不同的游戏环境14控制游戏中的车辆的进度之外,系统10可以通过改变单个环境中所显示的图像而进行重配置。图8是从第一设置转变到第二设置的游戏环境14的示例。在一些实施例中,来自车辆16或与车辆16相关联的信息指示已达成某个游戏目标(块140)并且触发更新到第二设置(块144)。以此方式,游戏系统10可以基本上实时地响应于游戏玩耍而改变游戏。在一个实施例中,这样的转变可以包括提供指示已经通过不同水平的消息的屏幕。In addition to controlling the progress of vehicles in the game via different gaming environments 14, the system 10 can be reconfigured by changing the images displayed in a single environment. FIG8 illustrates an example of a gaming environment 14 transitioning from a first setting to a second setting. In some embodiments, information from or associated with the vehicle 16 indicates that a certain gaming objective has been achieved (block 140) and triggers an update to the second setting (block 144). In this way, the gaming system 10 can change the game in response to gameplay in substantially real time. In one embodiment, such a transition may include a screen displaying a message indicating that a different level has been reached.

如本文所提供的,游戏系统10可以在确定分数和/或环境更新中合并玩家技能信息。图9示出在游戏内计及玩家技能的方法160。例如,在多车辆团队游戏中,每一个车辆16(车辆16a-16c)可以具有有着不同技能水平的相关联的玩家46,包括高技能(块162)、中等技能(块164)和低技能(块166)玩家。技能水平可以经由玩家的自我估计或从之前的游戏玩耍信息确定,例如如果游戏玩家是重复访客,来自较早的乐园拜访的游戏分数可以存储在访客卡或通行证上。在某些实施例中,技能水平可以在测试环境中或在初始游戏环境14中确定。相应地,游戏系统10可以动态地适配于具有不同技能水平的玩家。对于新手玩家,低技能水平还可以包括默认设置,所述默认设置允许这样的玩家在不与游戏环境14交互的情况下体验作为乘骑的游戏乘骑。基于与游戏的交互,系统10可以根据技能水平对游戏分数(或环境更新)进行加权以得出经调节的分数(例如分数174、176和178)。另外,分数可以组合在总团队分数180中。在其它实施例中,游戏乘骑可以不是聚焦于分数的(即可以不提供分数),而是可以代之以关于达成解决故事目标的任务。例如,游戏可以指导玩家抓住罪犯、找到宝藏、解开神秘事件等。As provided herein, the gaming system 10 can incorporate player skill information in determining scores and/or environment updates. FIG9 illustrates a method 160 for accounting for player skill within a game. For example, in a multi-vehicle team game, each vehicle 16 (vehicles 16a-16c) can have associated players 46 with varying skill levels, including high-skill (block 162), medium-skill (block 164), and low-skill (block 166) players. The skill level can be determined through the player's self-assessment or from previous game play information. For example, if the game player is a repeat visitor, game scores from earlier park visits can be stored on a visitor card or pass. In some embodiments, the skill level can be determined in a test environment or in the initial gaming environment 14. Accordingly, the gaming system 10 can dynamically adapt to players with varying skill levels. For novice players, the low skill level can also include a default setting that allows such players to experience the game ride as a ride without interacting with the gaming environment 14. Based on the interaction with the game, the system 10 can weight the game score (or environment updates) according to skill level to produce an adjusted score (e.g., scores 174, 176, and 178). In addition, the scores can be combined into an overall team score 180. In other embodiments, the game ride may not be score-focused (i.e., may not provide a score), but may instead feature tasks related to achieving and solving story goals. For example, the game may instruct the player to catch a criminal, find treasure, solve a mystery, etc.

图10示出包括特定于某些游戏玩家的交互式元件的游戏环境14的实施例。元件32a与玩家46a相关联,并且元件32b与玩家46b相关联。这样的区分可以基于玩家46的角色和/或技能水平。当玩家46a尝试与元件32b交互时,不存在响应,例如控制器48不从所尝试的交互接收任何输入。可替换地,游戏系统10可以配置成指示与这样的尝试相关联的惩罚。FIG10 illustrates an embodiment of a gaming environment 14 that includes interactive elements specific to certain game players. Element 32a is associated with player 46a, and element 32b is associated with player 46b. Such differentiation can be based on the role and/or skill level of player 46. When player 46a attempts to interact with element 32b, there is no response, e.g., controller 48 does not receive any input from the attempted interaction. Alternatively, gaming system 10 can be configured to indicate a penalty associated with such an attempt.

在另一实施例中,游戏系统10可以追踪玩家的游戏体验。例如,游乐园可以在各种游戏中的乐园拜访的过程内追踪玩家进度,例如经由卡或移动设备。当玩家或玩家组返回到游戏时,游戏控制器48可以基于之前玩的游戏而选择游戏显示。以此方式,单个游戏位置能够为更有经验的玩家以及新手玩家提供挑战。例如,新的游戏水平和乘骑体验可以在每一次返回拜访时被玩耍和体验。另外,对于以混合的玩家技能水平玩的游戏,游戏控制器48可以引入针对更加高级的玩家的附加挑战。游戏系统10还可以追踪与园内乘骑游戏相关联的家庭或在线游戏版本上的玩家表现并且相应地做出响应和调节。In another embodiment, the gaming system 10 can track a player's gaming experience. For example, an amusement park can track player progress during a park visit across various games, such as via a card or mobile device. When a player or group of players returns to a game, the game controller 48 can select a game to display based on the game previously played. In this way, a single gaming location can provide challenges for both more experienced players and novice players. For example, new game levels and ride experiences can be played and experienced on each return visit. In addition, for games played with mixed player skill levels, the game controller 48 can introduce additional challenges for more advanced players. The gaming system 10 can also track player performance on home or online game versions associated with park rides and respond and adjust accordingly.

虽然已经在本文说明和描述了本实施例的仅某些特征,但是本领域技术人员将想到许多修改和改变。因此要理解的是,随附权利要求意图覆盖如落在本公开的真实精神内的所有这样的修改和改变。另外,应当理解的是,所公开的实施例的某些要素可以与彼此组合或互换。Although only certain features of the present embodiment have been illustrated and described herein, many modifications and variations will occur to those skilled in the art. It is therefore to be understood that the appended claims are intended to cover all such modifications and variations as fall within the true spirit of the present disclosure. In addition, it should be understood that certain elements of the disclosed embodiments may be combined or interchangeable with each other.

Claims (36)

1.一种用于交互式游戏乘骑的系统,包括:1. A system for interactive game riding, comprising: 多个车辆,被配置为容纳一个或多个乘骑者,所述多个车辆中的每个车辆与游戏角色相关联并且具有车辆接口电路,其中所述多个车辆中的每个车辆被配置为经由车辆接口电路接收来自所述一个或多个乘骑者的相应输入,并且其中所述相应输入中的一个或多个输入与车辆路径相关联,并且其中所述一个或多个乘骑者通过选择游戏环境的多个游戏特征中的一个或多个来从多个车辆路径中选择所述车辆路径以提供与所述车辆路径相关联的所述一个或多个输入,其中所述游戏环境包括多个位置;以及Multiple vehicles are configured to accommodate one or more riders, each of the multiple vehicles being associated with a game character and having vehicle interface circuitry, wherein each of the multiple vehicles is configured to receive corresponding input from the one or more riders via the vehicle interface circuitry, and wherein one or more of the corresponding inputs are associated with a vehicle path, and wherein the one or more riders select a vehicle path from multiple vehicle paths by selecting one or more game features of a game environment to provide the one or more inputs associated with the vehicle path, wherein the game environment includes multiple locations; and 游戏控制器,配置为:The game controller is configured as follows: 从与所述一个或多个输入相关的车辆接口电路接收信息;Receive information from the vehicle interface circuitry associated with the one or more inputs; 基于所述一个或多个输入确定所述多个车辆中的每个车辆的分数;A score for each of the plurality of vehicles is determined based on the one or more inputs; 确定第一团队分数和第二团队分数,其中第一团队分数至少基于来自所述多个车辆的第一子集的每个车辆的分数,并且第二团队分数至少基于来自所述多个车辆的第二子集的每个车辆的分数,其中当第一团队分数高于第二团队分数时,准许所述多个车辆的第一子集进入所述多个位置中的一个或多个位置;A first team score and a second team score are determined, wherein the first team score is based at least on the score of each vehicle from a first subset of the plurality of vehicles, and the second team score is based at least on the score of each vehicle from a second subset of the plurality of vehicles, wherein when the first team score is higher than the second team score, the first subset of the plurality of vehicles is permitted to enter one or more of the plurality of locations; 提供使车辆沿选定的车辆路径行驶的指示;和Provides instructions for the vehicle to travel along a selected vehicle path; and 提供根据所述输入修改游戏环境的指令,其中所述相应输入与相关联于游戏角色的游戏特征相关,并且其中修改游戏环境包括修改游戏环境内的虚拟或物理对象。Instructions are provided to modify the game environment based on the input, wherein the corresponding input is related to game characteristics associated with a game character, and wherein modifying the game environment includes modifying virtual or physical objects within the game environment. 2.根据权利要求1所述的系统,其中所述游戏控制器被配置为向所述多个车辆的第一子集指派第一游戏角色,并且向所述多个车辆的第二子集指派第二游戏角色。2. The system of claim 1, wherein the game controller is configured to assign a first game character to a first subset of the plurality of vehicles and a second game character to a second subset of the plurality of vehicles. 3.根据权利要求1所述的系统,其中每个游戏角色与预定的游戏技能水平相关联,并且其中所述游戏控制器被配置为将单独车辆的单独输入与相关联的游戏角色的预定游戏技能水平相关联以确定所述单独车辆的分数。3. The system of claim 1, wherein each game character is associated with a predetermined game skill level, and wherein the game controller is configured to associate individual inputs of a single vehicle with the predetermined game skill level of the associated game character to determine the score of the single vehicle. 4.根据权利要求3所述的系统,其中所述游戏控制器被配置为接收输入以动态地确定所述一个或多个乘骑者的游戏技能水平。4. The system of claim 3, wherein the game controller is configured to receive input to dynamically determine the gaming skill level of the one or more riders. 5.根据权利要求3所述的系统,其中所述游戏控制器被配置为:基于所述分数修改所述游戏环境。5. The system of claim 3, wherein the game controller is configured to modify the game environment based on the score. 6.根据权利要求1所述的系统,其中所述多个车辆中的每个车辆被配置为在所述游戏环境的至少一部分中的独立车辆路径上行驶。6. The system of claim 1, wherein each of the plurality of vehicles is configured to travel on an independent vehicle path in at least a portion of the game environment. 7.根据权利要求1所述的系统,其中所述游戏控制器被配置为基于分数而准许单独车辆进入到所述多个位置中的一个或多个位置中。7. The system of claim 1, wherein the game controller is configured to allow individual vehicles to enter one or more of the plurality of locations based on a score. 8.根据权利要求7所述的系统,还包括基于来自所述多个车辆中的每个车辆的分数的团队分数,并且其中高于阈值的团队分数准许所述多个车辆进入所述一个或多个位置。8. The system of claim 7, further comprising a team score based on a score from each of the plurality of vehicles, wherein a team score above a threshold permits the plurality of vehicles to enter the one or more locations. 9.根据权利要求7所述的系统,其中所述多个车辆中具有高于阈值的分数的每个车辆被准许进入所述一个或多个位置,或者其中所述游戏环境基于所述分数而改变。9. The system of claim 7, wherein each of the plurality of vehicles having a score above a threshold is permitted to enter the one or more locations, or wherein the game environment is altered based on the score. 10.根据权利要求1所述的系统,其中所述第一子集和所述第二子集彼此竞争。10. The system of claim 1, wherein the first subset and the second subset compete with each other. 11.根据权利要求10所述的系统,其中所述多个车辆中的每个车辆的车辆控制器被配置为接收所述指令并基于所述指令将所述多个车辆自动地移动到所述游戏环境中的一个或多个新位置。11. The system of claim 10, wherein the vehicle controller of each of the plurality of vehicles is configured to receive the instruction and automatically move the plurality of vehicles to one or more new locations in the game environment based on the instruction. 12.根据权利要求1所述的系统,其中所述游戏控制器被配置为:12. The system of claim 1, wherein the game controller is configured to: 基于所述一个或多个输入确定每个游戏角色的分数;和Determine the score for each game character based on the one or more inputs; and 根据所述分数向车辆控制器提供指令,以使多个车辆中的每个车辆在游戏环境中移动。Instructions are given to the vehicle controller based on the score to make each of the multiple vehicles move in the game environment. 13.根据权利要求1所述的系统,还包括到所述多个车辆中的每个车辆的所述游戏环境的规定进入点,其中到所述游戏环境的所述规定进入点由与每个车辆相关联的所述游戏角色确定。13. The system of claim 1, further comprising a predetermined entry point to the game environment of each of the plurality of vehicles, wherein the predetermined entry point to the game environment is determined by the game character associated with each vehicle. 14.根据权利要求1所述的系统,其中所述游戏环境包括指派给每个游戏角色的角色训练特征,并且其中所述多个车辆中的每个车辆被配置为接收访问相关联的游戏角色的角色训练特征的指令。14. The system of claim 1, wherein the game environment includes character training features assigned to each game character, and wherein each of the plurality of vehicles is configured to receive instructions to access the character training features of an associated game character. 15.根据权利要求14所述的系统,其中所述角色训练特征包括每个游戏角色的角色训练房间,并且其中每个车辆仅被准许进入每个车辆的相关联的游戏角色的角色训练房间。15. The system of claim 14, wherein the character training feature includes a character training room for each game character, and wherein each vehicle is only permitted to enter the character training room of the associated game character of each vehicle. 16.根据权利要求1所述的系统,其中所述游戏环境包括多个退出点。16. The system of claim 1, wherein the game environment includes multiple exit points. 17.根据权利要求16所述的系统,其中所述多个退出点中的每个退出点与所述游戏环境内的不同游戏路径相关联。17. The system of claim 16, wherein each of the plurality of exit points is associated with a different game path within the game environment. 18.一种用于交互式游戏乘骑的系统,包括:18. A system for interactive game riding, comprising: 多个车辆,被配置为容纳一个或多个乘骑者,所述多个车辆中的每个车辆与游戏角色相关联并且具有车辆接口电路,其中所述多个车辆中的每个车辆被配置为经由车辆接口电路接收来自所述一个或多个乘骑者的相应输入,并且其中所述相应输入的一个或多个输入与车辆路径相关联,并且其中所述一个或多个乘骑者通过选择游戏环境的多个游戏特征中的一个或多个来从多个车辆路径中选择所述车辆路径以提供与所述车辆路径相关联的所述一个或多个输入,其中所述游戏环境包括指派给每个游戏角色的角色训练特征,其中所述角色训练特征包括每个游戏角色的角色训练房间,并且其中每个车辆只被准许进入每个车辆的相关联的游戏角色的角色训练房间;以及Multiple vehicles are configured to accommodate one or more riders, each of the multiple vehicles being associated with a game character and having vehicle interface circuitry. Each of the multiple vehicles is configured to receive corresponding input from the one or more riders via the vehicle interface circuitry, and wherein one or more of the corresponding inputs are associated with a vehicle path. The one or more riders select a vehicle path from multiple vehicle paths by selecting one or more game features of a game environment to provide the one or more inputs associated with the vehicle path. The game environment includes character training features assigned to each game character, wherein the character training features include a character training room for each game character, and wherein each vehicle is only permitted to enter the character training room of the game character associated with each vehicle. 游戏控制器,配置为:The game controller is configured as follows: 从与所述一个或多个输入相关的车辆接口电路接收信息;Receive information from the vehicle interface circuitry associated with the one or more inputs; 提供使车辆沿选定的车辆路径行驶的指示;和Provides instructions for the vehicle to travel along a selected vehicle path; and 提供根据所述一个或多个输入修改所述游戏环境的指令,其中所述相应输入与相关联于游戏角色的游戏特征相关,并且其中修改所述游戏环境包括修改所述游戏环境内的虚拟或物理对象。Instructions are provided to modify the game environment based on one or more inputs, wherein the corresponding inputs are related to game characteristics associated with a game character, and wherein modifying the game environment includes modifying virtual or physical objects within the game environment. 19.一种用于交互式游戏乘骑的方法,包括:19. A method for riding in an interactive game, comprising: 在游戏环境中从多个车辆接收一个或多个输入,所述多个车辆中的每个车辆与游戏角色相关联;Receive one or more inputs from multiple vehicles in a game environment, each of which is associated with a game character; 基于所述一个或多个输入将分数或游戏叙事指派给每个单独车辆;The score or game narrative is assigned to each individual vehicle based on one or more of the inputs. 基于相应单独车辆的分数或指派的游戏叙事,将所述游戏环境内的车辆路径指派给所述多个车辆中的每个单独车辆;以及Based on the score or assigned game narrative of the respective individual vehicle, vehicle paths within the game environment are assigned to each of the plurality of vehicles; and 将与相应车辆路径相关的信息发送到对应的单独车辆,其中所述游戏环境包括指派给每个游戏角色的角色训练特征,其中所述角色训练特征包括每个游戏角色的角色训练房间,并且其中每个车辆仅被准许进入每个车辆的相关联的游戏角色的角色训练房间。Information related to the corresponding vehicle path is sent to the corresponding individual vehicle, wherein the game environment includes character training features assigned to each game character, wherein the character training features include a character training room for each game character, and wherein each vehicle is only permitted to enter the character training room of the game character associated with each vehicle. 20.根据权利要求19所述的方法,包括:基于来自所述多个车辆的新输入来更新所述分数,并基于所述更新来指派更新的车辆路径。20. The method of claim 19, further comprising: updating the score based on new input from the plurality of vehicles, and assigning an updated vehicle route based on the update. 21.根据权利要求19所述的方法,其中将车辆路径指派给单独车辆包括:如果所述单独车辆分数高于阈值,则指派第一车辆路径;以及如果所述单独车辆分数低于阈值,则指派第二车辆路径。21. The method of claim 19, wherein assigning a vehicle route to an individual vehicle comprises: assigning a first vehicle route if the individual vehicle score is higher than a threshold; and assigning a second vehicle route if the individual vehicle score is lower than the threshold. 22.根据权利要求19所述的方法,其中将车辆路径指派给单独车辆包括:如果所述多个车辆中的任何单独车辆分数高于阈值,则指派第一车辆路径;以及如果所有单独车辆分数低于阈值,则指派第二车辆路径。22. The method of claim 19, wherein assigning a vehicle route to an individual vehicle comprises: assigning a first vehicle route if any individual vehicle score among the plurality of vehicles is above a threshold; and assigning a second vehicle route if all individual vehicle scores are below the threshold. 23.根据权利要求19所述的方法,包括提供基于所述分数或所述游戏叙事来修改游戏环境的指令,并且其中修改所述游戏环境包括修改所述游戏环境内的虚拟或物理对象。23. The method of claim 19, further comprising providing instructions to modify the game environment based on the score or the game narrative, wherein modifying the game environment includes modifying virtual or physical objects within the game environment. 24.根据权利要求19所述的方法,包括:当所述分数高于阈值时激活所述游戏环境的第一设置,并且当所述分数低于阈值时激活所述游戏环境的第二设置。24. The method of claim 19, further comprising: activating a first setting of the game environment when the score is above a threshold, and activating a second setting of the game environment when the score is below a threshold. 25.根据权利要求24所述的方法,其中所述第一设置包括游戏故事的第一部分,并且所述第二设置包括游戏故事的第二部分。25. The method of claim 24, wherein the first setting includes a first portion of the game story, and the second setting includes a second portion of the game story. 26.根据权利要求25所述的方法,其中所述第一设置包括游戏环境特征的第一集合,并且所述第二设置包括游戏环境特征的第二集合,其中所述第一设置和所述第二设置与所述游戏环境中的相同位置相关联。26. The method of claim 25, wherein the first setting includes a first set of game environment features, and the second setting includes a second set of game environment features, wherein the first setting and the second setting are associated with the same location in the game environment. 27.根据权利要求19所述的方法,其中所述车辆路径定义所述游戏环境内的、与所述游戏环境中的房间子集相关联的路径。27. The method of claim 19, wherein the vehicle path defines a path within the game environment associated with a subset of rooms in the game environment. 28.一种用于交互式游戏乘骑的方法,包括:28. A method for riding in an interactive game, comprising: 在游戏环境中接收来自车辆的一个或多个乘骑者的一个或多个输入;Receive one or more inputs from one or more riders of the vehicle within the game environment; 基于所述一个或多个输入向所述一个或多个乘骑者的每个乘骑者指派分数;A score is assigned to each of the one or more riders based on the one or more inputs; 确定第一团队分数和第二团队分数,其中第一团队分数基于来自所述一个或多个乘骑者的第一子集的每个乘骑者的分数,并且第二团队分数至少基于来自所述一个或多个乘骑者的第二子集的每个乘骑者的分数,其中当所述第一团队分数高于所述第二团队分数时,准许所述一个或多个乘骑者的第一子集进入多个位置中的一个或多个位置;A first team score and a second team score are determined, wherein the first team score is based on the score of each rider from a first subset of the one or more riders, and the second team score is based at least on the score of each rider from a second subset of the one or more riders, wherein when the first team score is higher than the second team score, the first subset of the one or more riders is permitted to enter one or more of a plurality of locations; 至少部分基于每个车辆的车辆分数将游戏环境内的车辆路径指派给对应于所述一个或多个乘骑者的第一子集中的每个乘骑者的每个车辆,其中车辆分数至少部分地基于所述一个或多个乘骑者的分数;以及Assigning vehicle paths within the game environment to each vehicle for each rider in a first subset of the one or more riders, at least in part based on the vehicle score of each vehicle; and 提供使车辆沿车辆路径移动的指令。Provides instructions to move the vehicle along the vehicle path. 29.根据权利要求28所述的方法,至少部分地基于设置在所述游戏环境内的外部运动传感器提供来自所述一个或多个乘骑者的相应输入。29. The method of claim 28, wherein at least in part, input from the one or more riders is provided based on external motion sensors disposed within the gaming environment. 30.根据权利要求28所述的方法,包括为所述一个或多个乘骑者的每个乘骑者指派技能水平。30. The method of claim 28, further comprising assigning a skill level to each of the one or more riders. 31.根据权利要求30所述的方法,包括至少部分地基于所述一个或多个乘骑者的每个乘骑者的技能水平来确定所述一个或多个乘骑者的每个乘骑者的加权分数,并且其中车辆分数至少部分地基于所述一个或多个乘骑者的所述加权分数。31. The method of claim 30, further comprising determining a weighted score for each of the one or more riders based at least in part on the skill level of each of the one or more riders, wherein the vehicle score is based at least in part on the weighted scores of the one or more riders. 32.根据权利要求28所述的方法,包括至少部分地基于与乘骑者在先前乘骑体验期间相关联的分数来向所述一个或多个乘骑者中的乘骑者指派技能水平。32. The method of claim 28, further comprising assigning a skill level to one or more riders based at least in part on a score associated with the rider during a previous riding experience. 33.根据权利要求28所述的方法,包括基于所述一个或多个乘骑者的游戏角色选择来将游戏角色指派给所述车辆,其中所述游戏角色是从多个游戏角色选项中选择的,并且其中所述游戏角色选项是基于所述一个或多个乘骑者的技能水平呈现的。33. The method of claim 28, further comprising assigning a game character to the vehicle based on the game character selection of the one or more riders, wherein the game character is selected from a plurality of game character options, and wherein the game character options are presented based on the skill level of the one or more riders. 34.根据权利要求33所述的方法,包括提供基于指派给车辆的游戏角色来修改游戏环境的指令,并且其中修改游戏环境包括修改游戏环境内的虚拟或物理对象。34. The method of claim 33, further comprising providing instructions to modify the game environment based on a game character assigned to a vehicle, wherein modifying the game environment includes modifying virtual or physical objects within the game environment. 35.一种用于交互式游戏乘骑的系统,包括:35. A system for interactive game riding, comprising: 多个车辆,被配置为在游戏环境中容纳一个或多个乘骑者,其中所述多个车辆中的每个车辆与游戏角色相关联并包括响应于来自所述一个或多个乘骑者的输入的车辆接口电路;和Multiple vehicles are configured to accommodate one or more riders in a game environment, wherein each of the multiple vehicles is associated with a game character and includes vehicle interface circuitry responsive to input from the one or more riders; and 游戏控制器,配置为:The game controller is configured as follows: 从所述多个车辆接收所述一个或多个输入;Receive one or more inputs from the plurality of vehicles; 基于所述一个或多个输入将分数或游戏叙事指派给每个单独车辆;The score or game narrative is assigned to each individual vehicle based on one or more of the inputs. 基于相应单独车辆的分数或指派的游戏叙事,将游戏环境内的车辆路径指派给所述多个车辆中的每个单独车辆;以及Based on the score or assigned game narrative of each individual vehicle, vehicle paths within the game environment are assigned to each of the plurality of vehicles; and 将与相应指派的车辆路径相关的信息发送到每个单独车辆,其中所述游戏环境包括指派给每个游戏角色的角色训练特征,其中所述角色训练特征包括每个游戏角色的角色训练房间,并且其中每个车辆仅被准许进入每个车辆的相关联的游戏角色的角色训练房间。Information related to the corresponding assigned vehicle path is sent to each individual vehicle, wherein the game environment includes character training features assigned to each game character, wherein the character training features include a character training room for each game character, and wherein each vehicle is only permitted to enter the character training room of the game character associated with each vehicle. 36.根据权利要求35所述的系统,其中与相应指派的车辆路径相关的信息使得每个单独车辆沿着所指派的车辆路径行驶。36. The system of claim 35, wherein information associated with the corresponding assigned vehicle path causes each individual vehicle to travel along the assigned vehicle path.
HK17109137.6A 2014-09-26 2015-09-16 Video game ride HK1235334B (en)

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