JP2000308756A - Input controller of game device - Google Patents
Input controller of game deviceInfo
- Publication number
- JP2000308756A JP2000308756A JP11118919A JP11891999A JP2000308756A JP 2000308756 A JP2000308756 A JP 2000308756A JP 11118919 A JP11118919 A JP 11118919A JP 11891999 A JP11891999 A JP 11891999A JP 2000308756 A JP2000308756 A JP 2000308756A
- Authority
- JP
- Japan
- Prior art keywords
- game
- main body
- input control
- rod
- control device
- Prior art date
- Legal status (The legal status is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the status listed.)
- Pending
Links
Classifications
-
- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06F—ELECTRIC DIGITAL DATA PROCESSING
- G06F3/00—Input arrangements for transferring data to be processed into a form capable of being handled by the computer; Output arrangements for transferring data from processing unit to output unit, e.g. interface arrangements
- G06F3/01—Input arrangements or combined input and output arrangements for interaction between user and computer
- G06F3/03—Arrangements for converting the position or the displacement of a member into a coded form
- G06F3/033—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor
- G06F3/0346—Pointing devices displaced or positioned by the user, e.g. mice, trackballs, pens or joysticks; Accessories therefor with detection of the device orientation or free movement in a 3D space, e.g. 3D mice, 6-DOF [six degrees of freedom] pointers using gyroscopes, accelerometers or tilt-sensors
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/105—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals using inertial sensors, e.g. accelerometers, gyroscopes
Landscapes
- Engineering & Computer Science (AREA)
- General Engineering & Computer Science (AREA)
- Theoretical Computer Science (AREA)
- Human Computer Interaction (AREA)
- Physics & Mathematics (AREA)
- General Physics & Mathematics (AREA)
Abstract
Description
【0001】[0001]
【発明の属する技術分野】本発明は、剣劇などを体感さ
せるゲームに好適に使用され、刀剣などの棒状物を振る
動作を入力するゲーム装置の入力制御装置に関するもの
である。BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to an input control device of a game device which is suitably used in a game for experiencing a sword play or the like and which inputs a motion of shaking a stick such as a sword.
【0002】[0002]
【従来の技術】従来、この種のゲーム装置の入力制御装
置は、刀剣を振る動作を入力する場合に、主に、スイッ
チを利用したボタンやレバー等を採用していた。2. Description of the Related Art Conventionally, an input control device of a game device of this type has mainly adopted a button or lever using a switch when inputting a swinging operation of a sword.
【0003】[0003]
【発明が解決しようとする課題】そのために、従来のゲ
ーム装置では、刀剣の振り等の表現に関して、プレイヤ
ーが望んだ通りの動作を表現することはできなかった。For this reason, in the conventional game apparatus, it was not possible to express the action desired by the player with respect to the expression such as swinging the sword.
【0004】本発明の目的は、プレイヤーが行う振る等
の動作を、ゲームにそのまま取り入れることができ、動
作や姿勢の変化をより豊かに表現することができるゲー
ム装置の入力制御装置を提供することである。[0004] It is an object of the present invention to provide an input control device of a game device in which a motion such as a swing performed by a player can be directly incorporated into a game, and a change in motion or posture can be expressed more richly. It is.
【0005】[0005]
【課題を解決するための手段】前記課題を解決するため
に、請求項1の発明は、棒状本体(A7)と、前記棒状
本体に設けられ、その移動状態を検出する移動状態検出
手段(A2)と、を備えたゲーム装置の入力制御装置で
ある。請求項2の発明は、請求項1に記載のゲーム装置
の入力制御装置において、前記移動状態検出手段は、前
記棒状本体の1次元〜3次元の移動の方向及びその強弱
を検出することを特徴とするゲーム装置の入力制御装置
である。請求項3の発明は、請求項2に記載のゲーム装
置の入力制御装置において、前記移動状態検出手段は、
前記棒状本体の先端付近に設けられていることを特徴と
するゲーム装置の入力制御装置である。According to a first aspect of the present invention, there is provided a rod-shaped main body (A7) and a moving state detecting means (A2) provided on the rod-shaped main body and detecting a moving state thereof. ), The input control device of the game device comprising: According to a second aspect of the present invention, in the input control device of the game apparatus according to the first aspect, the moving state detecting means detects a direction of one-dimensional to three-dimensional movement of the rod-shaped main body and a strength thereof. Is an input control device of the game device. According to a third aspect of the present invention, in the input control device of the game device according to the second aspect, the moving state detecting means includes:
An input control device for a game device, wherein the input control device is provided near a tip of the rod-shaped main body.
【0006】請求項4の発明は、棒状本体(A7)と、
前記棒状本体に設けられ、その姿勢を検出する姿勢検出
手段(A3)と、を備えたゲーム装置の入力制御装置で
ある。請求項5の発明は、請求項4に記載のゲーム装置
の入力制御装置において、前記姿勢検出手段は、前記棒
状本体の傾き及び軸回りの回転を検出することを特徴と
するゲーム装置の入力制御装置である。請求項6の発明
は、請求項5に記載のゲーム装置の入力制御装置におい
て、前記姿勢検出手段は、前記棒状本体の根元付近に設
けられていることを特徴とするゲーム装置の入力制御装
置である。According to a fourth aspect of the present invention, there is provided a rod-shaped main body (A7);
An input control device for a game device, comprising: a posture detection means (A3) provided on the rod-shaped main body and detecting the posture. According to a fifth aspect of the present invention, in the input control device for a game device according to the fourth aspect, the attitude detecting means detects the inclination and rotation of the rod-shaped main body about an axis. Device. The invention according to claim 6 is the input control device for a game device according to claim 5, wherein the attitude detecting means is provided near a base of the rod-shaped main body. is there.
【0007】請求項7の発明は、請求項1から請求項6
までのいずれか1項に記載のゲーム装置の入力制御装置
において、前記棒状本体に設けられ、方向や機能を含む
指示を入力する指示入力手段(A4)を備えたことを特
徴とするゲーム装置の入力制御装置である。[0007] The invention of claim 7 is the invention of claims 1 to 6.
The input control device for a game device according to any one of the preceding claims, further comprising an instruction input means (A4) provided on the rod-shaped main body, for inputting an instruction including a direction and a function. It is an input control device.
【0008】請求項8の発明は、請求項1から請求項7
までのいずれか1項に記載のゲーム装置の入力制御装置
において、前記棒状本体にゲーム内容に応じた反動を与
える反動発生手段(A5)を備えたことを特徴とするゲ
ーム装置の入力制御装置である。[0008] The invention of claim 8 is the invention of claims 1 to 7.
The input control device for a game device according to any one of the preceding claims, further comprising: a reaction generating means (A5) for giving a reaction according to the content of the game to the rod-shaped main body. is there.
【0009】[0009]
【発明の実施の形態】以下、図面などを参照しながら、
実施の形態をあげ、本発明をさらに詳細に説明する。図
1は、本発明の実施形態による入力制御装置(コントロ
ーラー)を使用するゲーム装置の全体の構成を示すブロ
ック図、図2は、ゲーム装置の入力制御動作を説明する
フローチャート、図3は、コントローラーの概略と操作
例を示す図、図4は、操作例とゲームの結果例を示す図
である。BRIEF DESCRIPTION OF THE DRAWINGS FIG.
The present invention will be described in more detail by way of embodiments. FIG. 1 is a block diagram illustrating the overall configuration of a game device using an input control device (controller) according to an embodiment of the present invention. FIG. 2 is a flowchart illustrating an input control operation of the game device. FIG. 4 is a diagram showing an example of operation and a result example of a game.
【0010】この実施形態のゲーム装置(A100)
は、ゲーム動作させるために必要な装置、すなわち、コ
ントローラー(A1)と、ゲーム機(A10)と、モニ
タ(A20)と、スピーカ(A30)等を備えている。[0010] The game device (A100) of this embodiment
Includes a device required for operating a game, that is, a controller (A1), a game machine (A10), a monitor (A20), a speaker (A30), and the like.
【0011】コントローラー(A1)は、プレイヤーが
操作する入力制御装置であって、多軸加速度センサー
(A2),多軸ジャイロセンサー(A3),補助入力装
置(A4),バイブレーション装置(A5),入出力処
理部(A6)などを備えており、図3に示すように、棒
状の本体(A7)に収容されている。The controller (A1) is an input control device operated by a player, and includes a multi-axis acceleration sensor (A2), a multi-axis gyro sensor (A3), an auxiliary input device (A4), a vibration device (A5), an input device. An output processing unit (A6) and the like are provided and housed in a rod-shaped main body (A7) as shown in FIG.
【0012】多軸加速度センサー(A2)は、プレイヤ
ーの操作するコントローラー(A1)の1次元から3次
元に対応する加速度(3軸移動の方向及び強さ)を検出
して出力するセンサーである。多軸ジャイロセンサー
(A3)は、プレイヤーの操作するコントローラー(A
1)の1次元から3次元に対応する傾きやひねり(前後
左右の傾き及び軸回りの回転)を検出して出力するセン
サーである。補助入力装置(A4)は、プレイヤーのキ
ーによる入力を検出する装置であり、図3に示すよう
に、例えば、方向指示キー4a、機能キー4b等が備え
られている。The multi-axis acceleration sensor (A2) is a sensor that detects and outputs acceleration (direction and strength of three-axis movement) corresponding to one to three dimensions of the controller (A1) operated by the player. The multi-axis gyro sensor (A3) is a controller (A
This sensor detects and outputs the tilt and twist (tilt in front and rear, left and right, and rotation around an axis) corresponding to one to three dimensions of 1). The auxiliary input device (A4) is a device that detects an input by a player's key, and includes, for example, a direction instruction key 4a, a function key 4b, and the like, as shown in FIG.
【0013】この実施形態では、図3に示すように、多
軸加速度センサー(A2)は、本体(A7)の先端付近
に設けられ、多軸ジャイロセンサ(A3)は、根元付近
に設けられており、それぞれの検出値が精度よく検出で
きるようにしている。また、補助入力装置(A4)は、
プレイヤーが本体(A7)を握ったときに親指や人指し
指で操作しやすい位置に設けられている。In this embodiment, as shown in FIG. 3, the multi-axis acceleration sensor (A2) is provided near the tip of the main body (A7), and the multi-axis gyro sensor (A3) is provided near the root. Therefore, each detection value can be detected with high accuracy. In addition, the auxiliary input device (A4)
When the player grips the main body (A7), it is provided at a position where it can be easily operated with the thumb or the index finger.
【0014】バイブレーション装置(A5)は、ゲーム
イベントに応じて、コントローラー(A1)に振動を発
生させて、プレイヤーの手に衝撃などの反動を伝える装
置である。入出力処理部(A6,A15)は、コントロ
ーラー(A1)とゲーム機(A10)との間の情報伝達
に適した形に、信号を変換する部分である。The vibration device (A5) is a device that generates vibrations in the controller (A1) in response to a game event and transmits a recoil such as an impact to the player's hand. The input / output processing units (A6, A15) convert signals into a form suitable for information transmission between the controller (A1) and the game machine (A10).
【0015】ゲーム機(A10)は、場合によって、業
務用ゲーム基板、コンシューマゲーム機などに該当する
ものであり、CPU(A11),RAM(A12),R
OM(A13),画像出力部(A14),入出力処理部
(A15),音声発生部(A16)などを備えている。The game machine (A10) corresponds to an arcade game board, a consumer game machine, or the like depending on the case, and includes a CPU (A11), a RAM (A12),
An OM (A13), an image output unit (A14), an input / output processing unit (A15), a sound generation unit (A16) and the like are provided.
【0016】CPU(A11)は、他の機能ブロックを
動作させ、ゲーム装置(A100)全体を制御する中央
処理装置である。ROM(A13)は、装置やゲームを
制御するプログラムが記憶されているメモリである。R
AM(A12)は、そのプログラムを実行するときに必
要となる情報を一時的に記憶するメモリである。画像出
力部(A14)は、画像データの生成や一時保存及びモ
ニター(A20)への出力を行う部分である。音声発生
部(A16)は、BGMや効果音のデータを処理し、ス
ピーカー(A30)から音声を発生させる部分である。The CPU (A11) is a central processing unit that operates other functional blocks and controls the entire game device (A100). The ROM (A13) is a memory in which a program for controlling a device or a game is stored. R
The AM (A12) is a memory for temporarily storing information necessary for executing the program. The image output unit (A14) is a unit that generates, temporarily stores, and outputs image data to the monitor (A20). The sound generation unit (A16) is a unit that processes data of BGM and sound effects, and generates sound from the speaker (A30).
【0017】次に、図2のフローチャートを参照しなが
ら、各ステップの処理動作を説明する。S0において、
タイマー割り込み、又は、コントローラー(A1)の操
作による割り込みが発生ときに、このルーチンがスター
トする。Next, the processing operation of each step will be described with reference to the flowchart of FIG. In S0,
This routine starts when a timer interrupt or an interrupt due to operation of the controller (A1) occurs.
【0018】S1において、CPU(A11)が入出力
処理部(A6),(A15)を通して、多軸加速度セン
サー(A1),多軸ジャイロセンサー(A2),補助入
力装置(A3)などの出力を読み取り、RAM(A1
2)に転送する。In S1, the CPU (A11) outputs the outputs of the multi-axis acceleration sensor (A1), the multi-axis gyro sensor (A2), the auxiliary input device (A3) and the like through the input / output processing units (A6) and (A15). Read, RAM (A1
Transfer to 2).
【0019】S2において、入力された加速度,角速
度,キー入力などの情報から刀の動きデータを生成す
る。図1のような構成例の場合には、この処理は、ゲー
ム機(A10)のCPU(A11)によって行われる。In S2, sword movement data is generated from information such as the input acceleration, angular velocity, and key input. In the case of the configuration example shown in FIG. 1, this processing is performed by the CPU (A11) of the game machine (A10).
【0020】例えば、図4の(4−a)に示すように、
多軸加速度センサー(A1)の出力に基づいて、 刀
を振る動作、例えば、強弱、前後左右上下の移動のデー
タを作成する。また、多軸ジャイロセンサー(A2)の
出力に基づいて、 刀を回す(ひねる)姿勢、 前
後左右に傾ける姿勢のデータを作成する。さらに、補助
入力装置(A3)の出力に基づいて、 方向指示操
作、例えば、キャラクターの移動のデータを作成する。For example, as shown in FIG.
Based on the output of the multi-axis acceleration sensor (A1), data of a sword swinging operation, for example, movement of strong, weak, front / rear, left / right and up / down is created. In addition, based on the output of the multi-axis gyro sensor (A2), data of a posture for turning (twisting) the sword and a posture for tilting forward, backward, left and right are created. Further, based on the output of the auxiliary input device (A3), data of a direction instruction operation, for example, movement of a character is created.
【0021】S3において、S2で処理されたデータに
基づいて、ゲーム内のオブジェクト(この場合には、
刀)の移動した様子を、モニター(A20)のゲーム画
面に出力する。例えば、図4(4−b)に示すように、
モニター(A20)のゲーム画面において、作成したデ
ータに基づいて、 刀を振る動作、 刀を回す(ひ
ねる)動作、 前後左右に傾ける動作、 キャラク
ターの移動を表示する。In S3, based on the data processed in S2, an object in the game (in this case,
The movement of the sword is output on the game screen of the monitor (A20). For example, as shown in FIG.
On the game screen of the monitor (A20), based on the created data, a sword swinging action, a sword turning (twisting) action, a tilting movement in front, back, left and right, and a movement of a character are displayed.
【0022】S4において、S3で処理した結果、CP
U(A11)は、何かイベントが起きたか否かを、ゲー
ムプログラムに従って判定する。イベントがなにも起こ
らない場合には、S5へ進み、イベントが起きた場合
(例えば、刀と刀がぶつかり合った場合)には、S6へ
処理が進む。S5に進んだ場合には、このルーチン実行
前に実行していたルーチンに実行を戻す(リターンす
る)。At S4, as a result of the processing at S3, the CP
U (A11) determines whether any event has occurred according to the game program. When no event occurs, the process proceeds to S5, and when an event occurs (for example, when a sword collides with a sword), the process proceeds to S6. When the process has proceeded to S5, the execution is returned to the routine executed before the execution of this routine (return).
【0023】S6において、CPU(A11)は、イベ
ントの処理(例えば、刀を弾く)を実行し、モニター
(A20)のゲーム画面,スピーカー(A30)からゲ
ームサウンド、バイブレーション装置(A4)から振動
を出力する。In step S6, the CPU (A11) executes an event process (for example, playing a sword) to generate a game screen from the monitor (A20), a game sound from the speaker (A30), and a vibration from the vibration device (A4). Output.
【0024】S6を実行した後に、S7において、この
ルーチン実行前に実行していたルーチンに実行を戻す
(リターンする)。After the execution of S6, in S7, the execution is returned to the routine executed before the execution of this routine (return).
【0025】以上説明した実施形態に限定されることな
く、種々の変形や変更が可能であって、それらも本発明
の均等の範囲内である。 (1)コントローラーは、刀剣の例で説明したが、「釣
り竿」や、「魔法使いの杖」を想定したようなものであ
ってもよい。魔法使いの杖の場合には、画面上でのコン
トローラーの表示の他に、空中での軌跡を検出して、そ
の軌跡に応じた機能を働かせることができる。例えば、
空中で杖を所定の姿勢(例えば、真上又は真横に向け
て)で、所定の軌跡を描く(例えば、「Z字」,「N
字」,「円形」、「三角」などを描く)と、画面上の杖
の通常の表示に加えて、所定の機能(魔法や技をかける
など)を働かせるようにすることができる。Various modifications and changes are possible without being limited to the above-described embodiment, and these are also within the equivalent scope of the present invention. (1) Although the controller has been described as an example of a sword, the controller may be one that assumes a “fishing rod” or a “witch wand”. In the case of a magician's wand, in addition to displaying the controller on the screen, a trajectory in the air can be detected and a function corresponding to the trajectory can be activated. For example,
Draw a predetermined trajectory (for example, "Z-shaped", "N
In addition to drawing characters, circles, triangles, and the like) and a normal display of a wand on the screen, a predetermined function (such as applying a magic or technique) can be activated.
【0026】(2) 多軸加速度センサーと多軸振動ジ
ャイロセンサーを用いた例で説明したが、ゲームによっ
ては、1軸や2軸のセンサであってもよい。また、加速
度の代わりに、角加速度を検出してもよい。また、振動
ジャイロの他に、重りを用いた姿勢センサなどを用いて
もよい。(2) Although an example using a multi-axis acceleration sensor and a multi-axis vibration gyro sensor has been described, a one-axis or two-axis sensor may be used depending on the game. Further, an angular acceleration may be detected instead of the acceleration. Further, in addition to the vibrating gyroscope, a posture sensor using a weight may be used.
【0027】[0027]
【発明の効果】以上詳しく説明したように、本発明によ
れば、動作検出や姿勢検出を行って、プレイヤーが行う
振る等の動作を、ゲームにそのまま取り入れることがで
きるので、その動作(振り方など)に基づいて、ゲーム
中で刀剣などを想定して、動作や姿勢を変化させ、より
豊かな表現ができる、という効果がある。As described above in detail, according to the present invention, the motions and postures detected by the player can be directly incorporated into the game, such as the swinging motion performed by the player. And the like, the game and the sword can be assumed in the game, and the movement and posture can be changed to provide richer expressions.
【0028】また、入力制御装置の操作方法が現実に近
く、例えば、プレイヤーが実際に剣を振るっているかの
ような感覚を与え、プレイヤーをより満足させることが
できる、という効果もある。Further, there is an effect that the operation method of the input control device is close to reality, for example, a feeling as if the player is actually swinging a sword is given, and the player can be more satisfied.
【図1】本発明の実施形態による入力制御装置(コント
ローラー)を使用するゲーム装置の全体の構成を示すブ
ロック図である。FIG. 1 is a block diagram showing an overall configuration of a game device using an input control device (controller) according to an embodiment of the present invention.
【図2】本実施形態によるゲーム装置の動作を説明する
フローチャートである。FIG. 2 is a flowchart illustrating an operation of the game device according to the present embodiment.
【図3】本実施形態によるコントローラーの概略と操作
例を示す図である。FIG. 3 is a diagram showing an outline and an operation example of a controller according to the embodiment.
【図4】本実施形態によるコントローラーの操作とゲー
ム結果を示す図である。FIG. 4 is a diagram showing an operation of a controller and a game result according to the embodiment.
A1 コントローラー A2 多軸加速度センサー A3 多軸ジャイロセンサー A4 補助入力装置 A5 バイブレーション装置 A6 入出力処理部 A10 ゲーム機 A11 CPU A12 RAM A13 ROM A14 画像出力部 A15 入出力処理部 A16 音声発生部 A20 モニタ A30 スピーカ A100 ゲーム装置 A1 Controller A2 Multi-axis acceleration sensor A3 Multi-axis gyro sensor A4 Auxiliary input device A5 Vibration device A6 Input / output processing unit A10 Game machine A11 CPU A12 RAM A13 ROM A14 Image output unit A15 Input / output processing unit A16 Audio generation unit A20 Monitor A30 Speaker A100 game device
Claims (8)
状態検出手段と、を備えたゲーム装置の入力制御装置。1. An input control device for a game device, comprising: a rod-shaped main body; and a moving state detecting means provided on the rod-shaped main body and detecting a moving state thereof.
装置において、 前記移動状態検出手段は、前記棒状本体の1次元〜3次
元の移動の方向及びその強弱を検出することを特徴とす
るゲーム装置の入力制御装置。2. The input control device for a game device according to claim 1, wherein said moving state detecting means detects a direction of one-dimensional to three-dimensional movement of said rod-shaped main body and its strength. An input control device for a game device.
装置において、 前記移動状態検出手段は、前記棒状本体の先端付近に設
けられていることを特徴とするゲーム装置の入力制御装
置。3. The input control device for a game device according to claim 2, wherein said moving state detecting means is provided near a tip of said rod-shaped main body.
手段と、を備えたゲーム装置の入力制御装置。4. An input control device for a game device, comprising: a rod-shaped main body; and a posture detecting means provided on the rod-shaped main body and detecting a posture thereof.
装置において、 前記姿勢検出手段は、前記棒状本体の傾き及び軸回りの
回転を検出することを特徴とするゲーム装置の入力制御
装置。5. The input control device for a game device according to claim 4, wherein said attitude detecting means detects the inclination and rotation of the rod-shaped main body about an axis.
装置において、 前記姿勢検出手段は、前記棒状本体の根元付近に設けら
れていることを特徴とするゲーム装置の入力制御装置。6. The input control device for a game device according to claim 5, wherein said attitude detecting means is provided near a base of said rod-shaped main body.
項に記載のゲーム装置の入力制御装置において、 前記棒状本体に設けられ、方向や機能を含む指示を入力
する指示入力手段を備えたことを特徴とするゲーム装置
の入力制御装置。7. One of claims 1 to 6
13. The input control device for a game device according to claim 12, further comprising an instruction input unit provided on the rod-shaped main body, for inputting an instruction including a direction and a function.
項に記載のゲーム装置の入力制御装置において、 前記棒状本体にゲーム内容に応じた反動を与える反動発
生手段を備えたことを特徴とするゲーム装置の入力制御
装置。8. One of claims 1 to 7
13. The input control device for a game device according to claim 12, further comprising: a recoil generating unit configured to apply a recoil to the rod-shaped main body in accordance with a game content.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
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JP11118919A JP2000308756A (en) | 1999-04-27 | 1999-04-27 | Input controller of game device |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP11118919A JP2000308756A (en) | 1999-04-27 | 1999-04-27 | Input controller of game device |
Publications (1)
Publication Number | Publication Date |
---|---|
JP2000308756A true JP2000308756A (en) | 2000-11-07 |
Family
ID=14748439
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP11118919A Pending JP2000308756A (en) | 1999-04-27 | 1999-04-27 | Input controller of game device |
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