JP3496686B2 - GAME DEVICE AND ITS CONTROL METHOD - Google Patents
GAME DEVICE AND ITS CONTROL METHODInfo
- Publication number
- JP3496686B2 JP3496686B2 JP19555793A JP19555793A JP3496686B2 JP 3496686 B2 JP3496686 B2 JP 3496686B2 JP 19555793 A JP19555793 A JP 19555793A JP 19555793 A JP19555793 A JP 19555793A JP 3496686 B2 JP3496686 B2 JP 3496686B2
- Authority
- JP
- Japan
- Prior art keywords
- glove
- infrared light
- player
- infrared
- light receiving
- 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.)
- Expired - Fee Related
Links
Classifications
-
- 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
- A63F2300/1012—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 involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
-
- 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
-
- 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
- A63F2300/80—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 specially adapted for executing a specific type of game
- A63F2300/8029—Fighting without shooting
Landscapes
- Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)
Description
【0001】[0001]
【産業上の利用分野】本発明は、プレイヤーがゲーム機
本体と対峙してプレイするゲーム装置に関する。BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a game device played by a player facing a game machine body.
【0002】[0002]
【従来技術】プレイヤーが実際グローブを嵌めてプレイ
するゲーム装置は少なく、従来ある例としてはグローブ
内の空気圧をホースを介して人形の駆動系に伝達するよ
う構成されたものがあり、該グローブを手に嵌め腕を動
かすことにより、グローブ内の空気圧の変化が人形の駆
動系に伝達されて人形が腕を進退させパンチを繰り出す
ことができる。2. Description of the Related Art There are few game devices in which a player actually wears a glove and, as a conventional example, there is a game device configured to transmit air pressure in the glove to a doll's drive system via a hose. By fitting the hand and moving the arm, the change in the air pressure inside the glove is transmitted to the drive system of the doll, so that the doll can advance and retract the arm and push out the punch.
【0003】[0003]
【解決しようとする課題】しかし、グローブにはホース
が接続されていて邪魔であるとともに、単にパンチを繰
り出すだけで、反射神経等を競うものではなく、興味を
そそる点にいま一つ欠ける点がある。[Problems to be solved] However, since the hose is connected to the glove and it is an obstacle, it does not compete for reflexes etc. simply by punching out, but it lacks one more intriguing point. is there.
【0004】本発明はかかる点に鑑みなされたもので、
その目的とする処は、プレイヤーが邪魔なものをひきづ
って自由を規制されることなく動け、その動きの敏捷性
を要求され反射神経を競うことができるゲーム装置を供
する点にある。The present invention has been made in view of the above points.
Its purpose is to provide a game device in which a player can move without being restricted by freedom by pulling an obstacle, and agility of the movement is required to compete for reflexes.
【0005】[0005]
【課題を解決するための手段および作用】上記目的を達
成するために、本発明は、キャラクタ等をモニター画面
に映し出す画像表示手段と、同画像表示手段の画像を形
成する画像形成手段と、前記画像表示手段の画面近傍に
設けられた赤外線受光手段と、プレイヤーが手に嵌める
グローブと、前記グローブに設けられた加速度センサ
と、前記グローブに設けられた前記加速度センサの働き
に基づき発光する赤外線発光手段と、前記モニター画面
上の敵方キャラクタに攻撃させた時から前記赤外線受光
手段の受光信号の入力までの時間を測りプレイヤーの反
応の早さを判断する判断手段とを備えたゲーム装置とし
た。In order to achieve the above object, the present invention provides image display means for displaying a character or the like on a monitor screen, image forming means for forming an image of the image display means, and Infrared light receiving means provided in the vicinity of the screen of the image display means, a glove worn by the player, an acceleration sensor provided on the glove, and infrared light emission that emits light based on the functions of the acceleration sensor provided on the glove. A game device comprising means and a determination means for determining the speed of reaction of the player by measuring the time from when the enemy character on the monitor screen is attacked to when the light receiving signal of the infrared light receiving means is input. .
【0006】プレイヤーは手にグローブを嵌め、モニタ
ー画面の前に立ち画面上の敵方キャラクタに攻撃の表示
に対し、できるだけ早くグローブを繰り出して赤外線を
発光させることで、判断手段は敵方キャラクタに攻撃さ
せた時から赤外線受光信号の入力するまでの時間に基づ
きプレイヤーの反応の早さを判断することができ、反射
神経の早さを競うことが可能である。[0006] The player is fitted with a glove in hand, to the display of the attack on the enemy character on the screen stands in front of the monitor screen, feeding as soon as possible glove that emit infrared, the decision means the enemy character Attacked
It is possible to judge the speed of the reaction of the player based on the time from the time when the player is turned on until the input of the infrared light reception signal, and it is possible to compete for the speed of the reflexes.
【0007】グローブにはホース等邪魔になるものを接
続する必要がないので、腕の繰り出しが自由にできる。Since it is not necessary to connect a hose such as a hose to the glove, it is possible to freely extend the arm.
【0008】また敵方の攻撃は、モニター画面のキャラ
クタが動作で表示できるので、変化に富んだ多彩な攻撃
が可能で興味をそそられ、さらにキャラクタを変えるこ
とも簡単にできてゲーム展開を種々変更させて興味を持
続させることができる。[0008] In addition, since the enemy character's attack can be displayed by the action of the character on the monitor screen, a variety of varied attacks are possible and intriguing. Furthermore, the character can be easily changed and various game developments can be performed. You can change it and keep your interest.
【0009】請求項2記載の発明は、請求項1記載のゲ
ーム装置において、前記グローブがプレイヤーの両手に
それぞれ嵌められ、各グローブに設けられた各加速度セ
ンサの検出信号に基づき発光する各赤外線発光手段は、
互いに異なる波長の赤外線を発光し、前記受光手段が受
光した赤外線の波長を判別する判別手段を備えることを
特徴とする。 The invention according to claim 2 is the game according to claim 1.
Glove on player's hands
Each acceleration sensor fitted to each glove and installed on each glove
Each infrared light emitting means that emits light based on the sensor detection signal,
The infrared rays of different wavelengths are emitted, and the light receiving means receives the infrared rays.
Being equipped with a means for determining the wavelength of the infrared light emitted
Characterize.
【0010】プレイヤーの両手にそれぞれ嵌められたグ
ローブに設けられた各加速度センサの検出信号に基づき
発光する各赤外線発光手段が互いに異なる波長の赤外線
を発光し、受光手段が受光した赤外線の波長を判別する
判別手段を備えるので、繰り出した手が左手か右手かを
判別でき、反応の早さのみならず正しい反応がなされた
か否かを判断できる。 [0010] G
Based on the detection signal of each acceleration sensor installed in the lobe
Infrared rays with different wavelengths emitted from each infrared ray emitting means
To detect the wavelength of infrared rays received by the light receiving means.
Since it is equipped with a discrimination means, it can be determined whether the extended hand is the left hand or the right hand.
It was possible to distinguish, and not only the reaction speed but also the correct reaction was made.
You can judge whether or not.
【0011】請求項3記載の発明は、モニター画面に敵
方キャラクタの攻撃の表示を行い、前記表示に基づきプ
レイヤーが手に嵌められたグローブを動かすことにより
グローブに設けられた加速度センサを働かせ、前記加速
度センサの働きに基づき赤外線発光手段を発光させ、前
記赤外線発光手段の発光を前記モニター画面の近傍に設
けられた赤外線受光手段が受光し、判断手段が前記モニ
ター画面上の敵方キャラクタの攻撃の表示の時から前記
赤外線受光手段の受光信号の入力までの時間を測りプレ
イヤーの反応の早さを判断するゲーム装置の制御方法で
ある。[0011] According to a third aspect of the invention, the enemy on the monitor screen
The attack of the other character is displayed, and based on the display, the player moves the glove fitted in the hand to cause the acceleration sensor provided in the glove to work, and the infrared light emitting means to emit light based on the function of the acceleration sensor, From the time when the infrared light receiving means provided near the monitor screen receives the light emitted from the infrared light emitting means and the judging means displays the attack of the enemy character on the monitor screen until the input of the light receiving signal of the infrared light receiving means. Is a method of controlling the game device for measuring the time of and determining the speed of reaction of the player.
【0012】モニター画面の敵方キャラクタの攻撃を見
たプレイヤーが手に嵌めたグローブを動かすと加速度セ
ンサーが働き赤外線を発光させ、敵方キャラクタの攻撃
の表示から前記赤外線の受光までの時間を測りプレイヤ
ーの反応の早さを判断することができる。When a player who sees the attack of the enemy character on the monitor screen moves the glove fitted in his / her hand, the acceleration sensor works to emit infrared rays, from the display of the enemy character's attack to the reception of the infrared ray. You can judge the speed of the player's reaction by measuring the time.
【0013】請求項4記載の発明は、モニター画面にプ
レイヤーの反応開始を指示する表示を行い、前記表示に
基づきプレイヤーが両手に嵌められた各グローブを選択
的に動かすことにより動かされたグローブに設けられた
加速度センサを働かせ、前記各グローブにそれぞれ設け
られた互いに波長の異なる赤外線を発光する赤外線発光
手段の一方を前記加速度センサの働きに基づき発光さ
せ、前記赤外線発光手段の発光を前記モニター画面の近
傍に設けられた赤外線受光手段が受光し、前記赤外線受
光手段が受光した赤外線の波長を判別し、判断手段が前
記モニター画面上の敵方キャラクタの攻撃の表示の時か
ら前記赤外線受光手段の受光信号の入力までの時間を測
りプレイヤーの反応の早さを判断するゲーム装置の制御
方法である。According to a fourth aspect of the present invention, a display for instructing the start of the reaction of the player is displayed on the monitor screen, and the glove moved by the player selectively moving each glove fitted in both hands based on the display. Use the acceleration sensor provided and install it on each of the gloves.
One of the infrared light emitting means for emitting infrared rays having different wavelengths is caused to emit light based on the function of the acceleration sensor, and the light emission of the infrared light emitting means is received by the infrared light receiving means provided near the monitor screen, The infrared light receiving means determines the wavelength of the infrared light received, and the determining means measures the time from the time the enemy character's attack is displayed on the monitor screen to the input of the light receiving signal of the infrared light receiving means. It is a method of controlling a game device for determining the speed of reaction of a player.
【0014】モニター画面に表示された敵方キャラクタ
の攻撃に基づきプレイヤーが両手に嵌められたグローブ
のいずれかを動かし、そのグローブに設けられた加速度
センサの働きで一方の波長の赤外線を発光し、受光した
赤外線の波長を判別し、かつ敵方キャラクタの攻撃の時
から前記赤外線の受光までの時間を測りプレイヤーの反
応の早さを判断する。したがってプレイヤーは正しくか
つ素早く反応することが要求される。The enemy character displayed on the monitor screen
Move a player based on the attack on the hands of the fitted glove, emit one infrared wavelength by the action of an acceleration sensor provided on the glove, to determine the wavelength of the infrared rays received, and enemy The speed of the player's reaction is determined by measuring the time from the time of the character's attack until the reception of the infrared rays. Therefore, players are required to react correctly and quickly.
【0015】[0015]
【0016】[0016]
【0017】[0017]
【実 施 例】以下図1ないし図4に図示した本発明の
一実施例について説明する。図1は本実施例の格闘ゲー
ム装置本体1の外観図であり、図2はプレイヤーが手に
嵌めるグローブ20の外観図である。EXAMPLES An example of the present invention shown in FIGS. 1 to 4 will be described below. FIG. 1 is an external view of a fighting game device main body 1 of the present embodiment, and FIG. 2 is an external view of a glove 20 that the player fits in his hand.
【0018】図1に示す格闘ゲーム装置本体1は、基台
となる筺体2の上に表示ボード3が立設されており、表
示ボード3の中央に液晶モニター4がモニター画面を前
方に向け配設されている。液晶モニター4にはボクサー
の姿をした敵方キャラクタ5が前面を向いて表示され、
プレイヤーを仮想した味方キャラクタ6が輪郭だけ表示
されるとともにプレイヤーの得点表示7およびレベル表
示8がなされる。In the fighting game apparatus main body 1 shown in FIG. 1, a display board 3 is erected on a housing 2 which is a base, and a liquid crystal monitor 4 is arranged in the center of the display board 3 with the monitor screen facing forward. It is set up. On the LCD monitor 4, the enemy character 5 in the shape of a boxer is displayed facing the front,
Only the outline of the ally character 6 that virtually represents the player is displayed, and the score display 7 and the level display 8 of the player are displayed.
【0019】液晶モニター4の下方には赤外線受光部10
が横長に配設されている。筺体2の上面には電源ボタン
11とセレクトボタン12が並んで設けられ、内部にはスピ
ーカ13が内蔵されるとともに制御ボードが配設されてい
る。Below the liquid crystal monitor 4, there is an infrared receiver 10
Are arranged horizontally. Power button on the top of the case 2
11 and a select button 12 are provided side by side, and a speaker 13 is built in and a control board is provided inside.
【0020】一方図2に示す左右のグローブ20は、内部
に握り棒21があり、プレイヤーはグローブ20を嵌めたと
きこの握り棒21を握る。グローブ20の先端部分には赤外
線発光部22を有し、上部にはLED23が取り付けられて
いる。On the other hand, the left and right gloves 20 shown in FIG. 2 have a grip bar 21 inside, and the player grips the grip bar 21 when the glove 20 is fitted. The globe 20 has an infrared light emitting portion 22 at the tip portion thereof, and an LED 23 is attached to the upper portion thereof.
【0021】そして握り棒21の内部には加速度センサ24
を電源25が内蔵されている。プレイヤーがグローブ20を
嵌めてパンチを繰り出すと、加速度センサ24が働らいて
赤外線発光部22およびLED23を発光させる。An acceleration sensor 24 is provided inside the grip bar 21.
The power supply 25 is built in. When the player fits the glove 20 and sends out a punch, the acceleration sensor 24 operates to cause the infrared ray emitting section 22 and the LED 23 to emit light.
【0022】赤外線の方はプレイヤーが見ることができ
ないが、LED23の発光を見て赤外線発光部22が発光し
ていることを知ることができる。なお左右のグローブ20
に設けられた赤外線発光部22からの発光赤外線は波長が
異なる。The infrared ray cannot be seen by the player, but by seeing the light emission of the LED 23, it can be known that the infrared light emitting portion 22 is emitting light. The left and right gloves 20
The wavelengths of the infrared rays emitted from the infrared ray emitting section 22 provided in are different.
【0023】次に格闘ゲーム装置本体1の制御系のブロ
ック図を図3に示し説明する。ゲームの進行はマイクロ
コンピュータ30によって制御されており、マイクロコン
ピュータ30には前記電源ボタン11、セレクトボタン12お
よび赤外線受光部10からの信号が入力される。Next, a block diagram of the control system of the fighting game device body 1 will be described with reference to FIG. The progress of the game is controlled by the microcomputer 30, and the microcomputer 30 receives signals from the power button 11, the select button 12, and the infrared light receiving unit 10.
【0024】マイクロコンピュータ30は、これら入力信
号に基づきゲームを進行制御し、画像制御回路31に画像
指示信号を出力するとともに音声指示信号をサウンド駆
動回路32に出力する。The microcomputer 30 controls the progress of the game based on these input signals, outputs an image instruction signal to the image control circuit 31, and outputs a voice instruction signal to the sound drive circuit 32.
【0025】画像制御回路31はマイクロコンピュータ30
からの信号とキャラクタ画像メモリー33からのキャラク
タ信号とにより画像信号を形成しカラー拡張回路34に出
力し、カラー拡張回路34は画像情報の色彩をより多様な
色彩に拡張して液晶モニター4に映像を形成させる。ま
たサウンド駆動回路32は音声指示信号を受けて前記スピ
ーカ13を駆動して音声を発生する。The image control circuit 31 is a microcomputer 30.
An image signal is formed by the signal from the character image memory 33 and the character signal from the character image memory 33, and the image signal is output to the color expansion circuit 34. To form. The sound drive circuit 32 receives the voice instruction signal and drives the speaker 13 to generate voice.
【0026】以上の制御系による動作手順を図4のフロ
ーチャートにしたがって説明する。まず電源ボタン11が
入れられると、ステップ1からステップ5に進むが、電
源ボタン11が入れられていないときは、ステップ2に進
んで、得点・レベルをクリアし、ステップ3でダウンタ
イマーTを1ゲームプレイできる所定時間にセットし
(ステップ3)、フラグFを“0”にしておく(ステッ
プ4)。The operation procedure of the above control system will be described with reference to the flowchart of FIG. First, when the power button 11 is turned on, the process proceeds from step 1 to step 5, but when the power button 11 is not turned on, the process proceeds to step 2 to clear the score / level, and the down timer T is set to 1 in step 3. The game is set to a predetermined time that can be played (step 3), and the flag F is set to "0" (step 4).
【0027】電源ボタン11が押されステップ5に進むと
タイマーTが0となったか否かを判断し、0となってい
なければステップ6に進みフラグFの状態を判断する。
当初フラグFは“0”であるので、ステップ7に進み、
セレクトボタン12によるキャラクタの選択が行われる。When the power button 11 is pressed and the process proceeds to step 5, it is determined whether the timer T has become 0. If not, the process proceeds to step 6 to determine the state of the flag F.
Initially, the flag F is "0", so proceed to Step 7,
A character is selected by the select button 12.
【0028】セレクトボタン12を押すごとに対戦相手の
敵方キャラクタ5が順次モニター画面に現われて自由に
選択できるようになっており、選択した敵方キャラクタ
5が画面に現われているところで手に嵌めた左右いずれ
かのグローブ20を突き出すと、赤外線が発光して赤外線
受光部10に受光され、この赤外線の入力の有無をステッ
プ8で判断する。Each time the select button 12 is pressed, the opponent character 5 of the opponent appears one after another on the monitor screen so that the player can freely select it. When the selected enemy character 5 appears on the screen, fit it into the hand. When either the right or left globe 20 is projected, infrared rays are emitted and are received by the infrared receiving section 10, and it is judged in step 8 whether or not the infrared rays are input.
【0029】ここで赤外線の入力があると敵方キャラク
タ5が確定してステップ9に進みスピーカ13を駆動して
スタートメロディーを流し、フラグFに“1”を立てる
(ステップ10)。したがって以後はステップ6からステ
ップ11に飛び、最初だけ敵方キャラクタ5の選択とスタ
ートメロディーが流れる。When infrared rays are input here, the enemy character 5 is confirmed and the process proceeds to step 9 to drive the speaker 13 to play the start melody and set the flag F to "1" (step 10). Therefore, after that, the process jumps from step 6 to step 11, and only the first time the enemy character 5 is selected and the start melody is played.
【0030】そして次のステップ11では敵方キャラクタ
5の左右のパンチのいずれかを任意に選択し、敵方キャ
ラクタ5は選択された側の腕によるパンチを繰り出し攻
撃する(ステップ12)。そして次のステップ13で赤外線
受光部10に赤外線が受光されて受光信号が入力されたか
否かを判別し、入力がなければ本ルーチンを抜け、入力
があったときは、さらに受光された赤外線の波長を判別
して正しい波長であるか否かを判断する(ステップ1
4)。Then, in the next step 11, any one of the left and right punches of the enemy character 5 is arbitrarily selected, and the enemy character 5 gives out a punch by the selected arm to attack (step 12). Then, in the next step 13, it is determined whether or not the infrared light is received by the infrared light receiving unit 10 and the light reception signal is input.If there is no input, this routine is exited. Determine the wavelength to see if it is the correct wavelength (step 1
Four).
【0031】例えば敵方キャラクタ5が右腕を突き出し
て右パンチを繰り出したときに、グローブ20を左右の手
に嵌めたプレイヤーが対向する側の左パンチを出すと、
左側のグローブ20の加速度センサ24が働いて赤外線発光
部22を発光させ、この赤外線を赤外線受光部10が受光し
てその受光信号をマイクロコンピュータ30に送り、その
波長から左パンチであり正しいと判断される。For example, when the enemy character 5 sticks out his right arm and makes a right punch, if the player who wears the glove 20 in his left and right hands makes a left punch on the opposite side,
The acceleration sensor 24 of the left glove 20 operates to cause the infrared light emitting portion 22 to emit light, the infrared light receiving portion 10 receives the infrared light and sends the received light signal to the microcomputer 30, and from the wavelength, it is determined that it is a left punch and is correct. To be done.
【0032】もしプレイヤーが右パンチを出したときは
その赤外線の波長から正しくないと判断されステップ14
から本ルーチンを抜けることになる。すなわちプレイヤ
ーは敵方キャラクタ5が繰り出すパンチと対向する側の
パンチを出すように応戦しプレイをする。If the player punches out the right punch, it is judged from the infrared wavelength that it is not correct.
You will exit this routine from. That is, the player plays by responding so as to produce a punch on the side opposite to the punch delivered by the enemy character 5.
【0033】そして赤外線の波長が正しいと判断された
ときは、ステップ14からステップ15に進み、敵方キャラ
クタ5のパンチから赤外線の入力があるまでの遅れ時間
tを計測する。When it is determined that the infrared wavelength is correct, the process proceeds from step 14 to step 15 to measure the delay time t from the punch of the enemy character 5 to the infrared input.
【0034】次のステップ16でこの遅れ時間が0.5秒以
内か否かを判断し0.5秒以内ならばステップ19に飛び得
点に2ポイント加算し、0.5秒を越えると次のステップ
17で1.0秒以内か否かを判断し、1.0秒以内ならばステ
ップ18に進み得点に1ポイントを加算し、1.0秒を越え
るときはポイントの加算はなく本ルーチンを抜ける。In the next step 16, it is judged whether or not this delay time is within 0.5 seconds. If it is within 0.5 seconds, jump to step 19 and add 2 points to the score. Step
At 17 it is judged whether it is within 1.0 second, and if it is within 1.0 second, proceed to step 18 and add 1 point to the score. .
【0035】遅れ時間tが0.5秒または1.0秒以内でポ
イントの加算があったときは、次のステップ20で“バシ
ッ”というパンチが当ったような擬声音を発生させ、次
いで敵方キャラクタ5が身体を動揺させ(ステップ2
1)、さらに“ウォー”という声を発生させる(ステッ
プ21)。When the points are added within the delay time t of 0.5 seconds or 1.0 seconds, the next step 20 is to generate an onomatopoeic sound such as "bash", and then the enemy The character 5 shakes his body (step 2
1) Further, a voice "war" is generated (step 21).
【0036】すなわちプレイヤーのパンチにより敵方キ
ャラクタ5がダメージを受けたことを表現している。そ
して前記ステップ18,19で加算された得点を得点表示7
に映し出す(ステップ23)。That is, it represents that the enemy character 5 is damaged by the punch of the player. Then, the score displayed in steps 18 and 19 is displayed as a score 7
(Step 23).
【0037】次に敵方キャラクタ5が負けたか否かがス
テップ24で判断される。敵方キャラクタ5がある程度ダ
メージを受けると負けと判定されるようになっており、
負けと判定されるとステップ25に進んで当該敵方キャラ
クタ5はダウンし、新たな敵方キャラクタ5と交替す
る。敵方キャラクタ5が負けと判定されない間は本ルー
チンを抜ける。Next, it is determined in step 24 whether or not the enemy character 5 has lost. If the enemy character 5 receives some damage, it will be determined to be lost,
If it is determined that the player is lost, the process proceeds to step 25, where the enemy character 5 is down and replaced with a new enemy character 5. This routine is terminated while the enemy character 5 is not determined to be lost.
【0038】以上のようなステップを繰り返えしてゲー
ムが進行し、タイマーTが0となると、ステップ5から
ステップ26に飛んでレベル判定がなされる。得点を5段
階に分けて評価しており、前記モニター画面のレベル表
示8にレベルが表示されゲームが終了する。When the game progresses by repeating the above steps and the timer T reaches 0, the step jumps from step 5 to step 26 to make a level judgment. The score is evaluated in five stages, the level is displayed on the level display 8 on the monitor screen, and the game ends.
【0039】このようにしてゲームがなされるので、モ
ニター画面の敵方キャラクタ5のパンチに対し正しくか
つす速く対応してプレイヤーがパンチを出すと得点が上
がり、それぞれ違った敵方キャラクタ5と順次対戦する
ことができ、高いレベルの判定が得られる。Since the game is played in this manner, the score increases when the player punches correctly and quickly in response to the punch of the enemy character 5 on the monitor screen. You can compete and get a high level of judgment.
【0040】プレイヤーは、ただ単にパンチを繰り出す
のではなく、敵方キャラクタ5の動きをよく見て正しく
敏捷に反応しなければならないので反射神経を競うこと
ができ興味をそそる。Since the player has to look at the movement of the enemy character 5 and react correctly and agile, rather than merely punching out, the player can compete for reflexes and is intriguing.
【0041】また敵方キャラクタ5は液晶モニター4の
画面に自由な動きで映し出されるので、プレイヤーは変
化のある攻撃をしてくる敵方キャラクタ5を見ながらプ
レイするので、臨場感がある。プレイヤーは強くなれ
ば、敵を何人も負かし、種々の敵と対戦することができ
興味がつきない。Further, since the enemy character 5 is displayed on the screen of the liquid crystal monitor 4 in a free movement, the player plays while watching the enemy character 5 attacking with a change, so that there is a sense of realism. If the player becomes strong, he can defeat many enemies and play against various enemies, which makes him uninteresting.
【0042】後から出てくる敵方キャラクタを順次レベ
ルが高い強いキャラクタに設定することができ、このよ
うに設定することで初心者から熟練者まで幅広いプレイ
ヤーが興味を持てるようにすることができる。なおグロ
ーブ20には邪魔なものが取り付けられておらず扱い易
い。The enemy character appearing later can be set to a strong character having a higher level in sequence, and by setting in this way, a wide range of players from beginners to skilled players can be interested. It should be noted that the glove 20 is easy to handle because no obstacle is attached to it.
【0043】以上の実施例では、モニター画面にボクサ
ーが出てきたが、ボクシングに限らず空手等の格闘を模
したゲームとすることができる。またカートリッジ式の
ROM等に各種格闘ゲームのソフトが記録されていてR
OMを差し替えて使用する方式とすることもできる。モ
ニター画面も液晶モニター4に限らずブラウン管式のモ
ニターテレビを使用することも当然可能である。In the above embodiment, the boxer appears on the monitor screen, but the game is not limited to boxing but can be a game simulating a fight such as karate. In addition, the software of various fighting games is recorded in the cartridge type ROM etc.
It is also possible to adopt a method of replacing the OM and using it. The monitor screen is not limited to the liquid crystal monitor 4, and it is naturally possible to use a cathode ray tube type monitor TV.
【0044】[0044]
【発明の効果】本発明は、モニター画面に映し出される
敵方キャラクタの攻撃に対してプレイヤーが応戦し、そ
の反応の早さを競うことができるので、エキサイティン
グなゲームを楽しむことができる。As described above, according to the present invention, the player can respond to the attack of the enemy character displayed on the monitor screen and compete for the speed of the reaction, so that an exciting game can be enjoyed.
【0045】敵方キャラクタの攻撃はモニター画面に表
示されるので、リアルな動きで多彩な攻撃がなされ臨場
感があり、対戦相手も順次変わる等して興味が持続す
る。またプレイヤーが嵌めるグローブにはホースのよう
な邪魔になるものがなく扱い易い。Since the attack of the enemy character is displayed on the monitor screen, various attacks are performed with realistic movements to give a sense of realism, and the opponent continues to be interested, for example. In addition, the glove worn by the player is easy to handle as there are no obstacles such as hoses.
【図1】本発明に係る一実施例の格闘ゲーム装置本体の
外観図である。FIG. 1 is an external view of a fighting game device main body according to an embodiment of the present invention.
【図2】同例のグローブの外観図である。FIG. 2 is an external view of a glove according to the same example.
【図3】同例の制御系の概略ブロック図である。FIG. 3 is a schematic block diagram of a control system of the same example.
【図4】同例の動作手順を示すフローチャートである。FIG. 4 is a flowchart showing an operation procedure of the same example.
1…格闘ゲーム装置本体、2…筺体、3…表示ボード、
4…液晶モニター、5…敵方キャラクタ、6…味方キャ
ラクタ、7…得点表示、8…レベル表示、10…赤外線受
光部、11…電源ボタン、12…セレクトボタン、13…スピ
ーカ、20…グローブ、21…握り棒、22…赤外線発光部、
23…LED、24…加速度センサ、25…電源、30…マイク
ロコンピュータ、31…画像制御回路、32…サウンド駆動
回路、33…キャラクタ画像メモリー、34…カラー拡張回
路。1 ... Fighting game device main body, 2 ... Housing, 3 ... Display board,
4 ... Liquid crystal monitor, 5 ... enemy character, 6 ... ally character, 7 ... score display, 8 ... level display, 10 ... infrared receiver, 11 ... power button, 12 ... select button, 13 ... speaker, 20 ... glove, 21 ... grip bar, 22 ... infrared light emitting part,
23 ... LED, 24 ... acceleration sensor, 25 ... power supply, 30 ... microcomputer, 31 ... image control circuit, 32 ... sound drive circuit, 33 ... character image memory, 34 ... color expansion circuit.
フロントページの続き (58)調査した分野(Int.Cl.7,DB名) A63F 13/00 - 13/12 A63B 69/00 A63F 9/00 A61B 5/11 Continuation of front page (58) Fields investigated (Int.Cl. 7 , DB name) A63F 13/00-13/12 A63B 69/00 A63F 9/00 A61B 5/11
Claims (4)
画像表示手段と、 同画像表示手段の画像を形成する画像形成手段と、 前記画像表示手段の画面近傍に設けられた赤外線受光手
段と、 プレイヤーが手に嵌めるグローブと、 前記グローブに設けられた加速度センサと、 前記グローブに設けられた前記加速度センサの働きに基
づき発光する赤外線発光手段と、 前記モニター画面上の敵方キャラクタに攻撃させた時か
ら前記赤外線受光手段の受光信号の入力までの時間を測
りプレイヤーの反応の早さを判断する判断手段とを備え
たことを特徴とするゲーム装置。1. An image display means for displaying a character or the like on a monitor screen, an image forming means for forming an image of the image display means, an infrared light receiving means provided near the screen of the image display means, and a player's hand. A glove to be fitted to the glove, an acceleration sensor provided on the glove, an infrared light emitting means that emits light based on the action of the acceleration sensor provided on the glove, and the enemy character on the monitor screen from when the enemy character is attacked. A game device comprising: a determination unit that measures the time until the reception of a light reception signal of the infrared light reception unit and determines the speed of reaction of the player.
ぞれ嵌められ、 各グローブに設けられた各加速度センサの検出信号に基
づき発光する各赤外線発光手段は、互いに異なる波長の
赤外線を発光し、 前記受光手段が受光した赤外線の波長を判別する判別手
段を備えることを特徴とする請求項1記載のゲーム装
置。2. The glove is fitted in both hands of the player, and the infrared light emitting means for emitting light based on the detection signal of each acceleration sensor provided in each glove emit infrared rays of different wavelengths, and the light receiving means. 2. The game device according to claim 1, further comprising a determination unit that determines the wavelength of infrared rays received by the player.
表示を行い、 前記表示に基づきプレイヤーが手に嵌められたグローブ
を動かすことによりグローブに設けられた加速度センサ
を働かせ、 前記加速度センサの働きに基づき赤外線発光手段を発光
させ、 前記赤外線発光手段の発光を前記モニター画面の近傍に
設けられた赤外線受光手段が受光し、判断手段が 前記モニター画面上の敵方キャラクタの攻撃
の表示の時から前記赤外線受光手段の受光信号の入力ま
での時間を測りプレイヤーの反応の早さを判断すること
を特徴とするゲーム装置の制御方法。3. An attack of a hostile character is displayed on a monitor screen, and based on the display, a player moves a glove fitted in his / her hand to activate an acceleration sensor provided on the glove. The infrared light emitting means is caused to emit light based on the function of the sensor, the infrared light receiving means provided near the monitor screen receives the light emitted from the infrared light emitting means, and the judging means attacks the enemy character on the monitor screen.
A method for controlling a game device, characterized in that the speed of reaction of the player is judged by measuring the time from the time of the display of the above to the input of the light receiving signal of the infrared light receiving means.
表示を行い、 前記表示に基づきプレイヤーが両手に嵌められた各グロ
ーブを選択的に動かすことにより動かされたグローブに
設けられた加速度センサを働かせ、前記各グローブにそれぞれ設けられた 互いに波長の異な
る赤外線を発光する赤外線発光手段の一方を前記加速度
センサの働きに基づき発光させ、 前記赤外線発光手段の発光を前記モニター画面の近傍に
設けられた赤外線受光手段が受光し、 前記赤外線受光手段が受光した赤外線の波長を判別し、判断手段が 前記モニター画面上の敵方キャラクタの攻撃
の表示の時から前記赤外線受光手段の受光信号の入力ま
での時間を測りプレイヤーの反応の早さを判断すること
を特徴とするゲーム装置の制御方法。4. An attack display of an enemy character is displayed on a monitor screen, and the player is provided with a glove moved by selectively moving each glove fitted in both hands based on the display. exert an acceleration sensor, the one of the acceleration of infrared light emitting means for emitting different infrared wavelengths from each other which are provided in each glove
Light is emitted based on the function of a sensor, the infrared light emitting means receives light emitted from the infrared light emitting means, the infrared light receiving means provided in the vicinity of the monitor screen determines the wavelength of infrared light received by the infrared light receiving means, and the determining means uses the monitor. Attacking enemy characters on the screen
A method for controlling a game device, characterized in that the speed of reaction of the player is judged by measuring the time from the time of the display of the above to the input of the light receiving signal of the infrared light receiving means.
Priority Applications (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP19555793A JP3496686B2 (en) | 1993-07-14 | 1993-07-14 | GAME DEVICE AND ITS CONTROL METHOD |
Applications Claiming Priority (1)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP19555793A JP3496686B2 (en) | 1993-07-14 | 1993-07-14 | GAME DEVICE AND ITS CONTROL METHOD |
Publications (2)
Publication Number | Publication Date |
---|---|
JPH0724143A JPH0724143A (en) | 1995-01-27 |
JP3496686B2 true JP3496686B2 (en) | 2004-02-16 |
Family
ID=16343095
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
JP19555793A Expired - Fee Related JP3496686B2 (en) | 1993-07-14 | 1993-07-14 | GAME DEVICE AND ITS CONTROL METHOD |
Country Status (1)
Country | Link |
---|---|
JP (1) | JP3496686B2 (en) |
Families Citing this family (4)
Publication number | Priority date | Publication date | Assignee | Title |
---|---|---|---|---|
JP3179769B2 (en) * | 1999-09-07 | 2001-06-25 | コナミ株式会社 | Signal generator |
JP2001070640A (en) | 1999-09-07 | 2001-03-21 | Konami Co Ltd | Game machine |
JP4027031B2 (en) * | 2000-11-16 | 2007-12-26 | 株式会社コナミデジタルエンタテインメント | Competitive 3D video game device |
CN115337627A (en) * | 2022-09-01 | 2022-11-15 | 深圳十米网络科技有限公司 | Boxing motion sensing game method and device and computer readable storage medium |
-
1993
- 1993-07-14 JP JP19555793A patent/JP3496686B2/en not_active Expired - Fee Related
Also Published As
Publication number | Publication date |
---|---|
JPH0724143A (en) | 1995-01-27 |
Similar Documents
Publication | Publication Date | Title |
---|---|---|
JP4009433B2 (en) | GAME DEVICE, GAME PROGRAM, AND GAME SYSTEM | |
JP4027031B2 (en) | Competitive 3D video game device | |
US7932908B1 (en) | Apparatus systems, and the methods for stimulating movement of a ball in response to a signal generated in an input device moved by a game player | |
JP4691754B2 (en) | Game device | |
US7244183B1 (en) | Gaming system employing both action figure and video game play | |
JP2008049117A (en) | Information processor | |
US11458398B2 (en) | Trampoline video game | |
US20220409942A1 (en) | Hopscotch trampoline | |
US20080032796A1 (en) | Game Apparatus | |
JP3119263B1 (en) | GAME DEVICE, GAME DEVICE CONTROL METHOD, AND GAME SCREEN DISPLAY METHOD | |
JP2002248261A (en) | Object display program, computer readable storage medium for storing object display program, program executing device for executing object display program, character battle display program, computer readable storage medium for storing character battle display program and program executing device for executing character battle display program | |
JP3496686B2 (en) | GAME DEVICE AND ITS CONTROL METHOD | |
JPH01274780A (en) | Boxing game machine | |
JPH1190043A (en) | Video game | |
GB2234910A (en) | Golf game | |
JP2002239226A (en) | Computer-readable recording medium on which display program for object to be performed by computer is recorded, program performing device which performs display program for object, display program for object to be performed by computer, recording medium on which display program for character to be performed by computer is recorded, recording medium on which display program for character to be performed by computer is recorded, program performing device which performs display program for character, display program for character to be performed by computer | |
JP2001009075A (en) | Ball game device | |
JPH05180595A (en) | Shooting toy | |
JP2003210830A (en) | Game device, game method, game program and game system | |
JP2002355441A (en) | Game device and game program | |
JP2002219241A (en) | Game machine, method of displaying image on screen of game machine, storage medium, server, and method of providing amusement | |
JP4692691B2 (en) | GAME DEVICE, INPUT UNIT USED FOR THE SAME, AND STORAGE MEDIUM | |
JP2001070649A (en) | Game device, and inputting means and storing medium therefor | |
JP3841658B2 (en) | Game machine | |
JP3262769B2 (en) | Shooting game device and its calculation method |
Legal Events
Date | Code | Title | Description |
---|---|---|---|
A01 | Written decision to grant a patent or to grant a registration (utility model) |
Free format text: JAPANESE INTERMEDIATE CODE: A01 Effective date: 20031029 |
|
R250 | Receipt of annual fees |
Free format text: JAPANESE INTERMEDIATE CODE: R250 |
|
FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20081128 Year of fee payment: 5 |
|
FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20091128 Year of fee payment: 6 |
|
FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20091128 Year of fee payment: 6 |
|
FPAY | Renewal fee payment (event date is renewal date of database) |
Free format text: PAYMENT UNTIL: 20101128 Year of fee payment: 7 |
|
LAPS | Cancellation because of no payment of annual fees |