JPH06198075A - Game controller - Google Patents

Game controller

Info

Publication number
JPH06198075A
JPH06198075A JP5243917A JP24391793A JPH06198075A JP H06198075 A JPH06198075 A JP H06198075A JP 5243917 A JP5243917 A JP 5243917A JP 24391793 A JP24391793 A JP 24391793A JP H06198075 A JPH06198075 A JP H06198075A
Authority
JP
Japan
Prior art keywords
signal
amount signal
moving amount
movement amount
origin
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.)
Granted
Application number
JP5243917A
Other languages
Japanese (ja)
Other versions
JP3907213B2 (en
Inventor
Shinichi Tsubota
伸壹 坪田
Current Assignee (The listed assignees may be inaccurate. Google has not performed a legal analysis and makes no representation or warranty as to the accuracy of the list.)
Individual
Original Assignee
Individual
Priority date (The priority date 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 date listed.)
Filing date
Publication date
Application filed by Individual filed Critical Individual
Priority to JP24391793A priority Critical patent/JP3907213B2/en
Publication of JPH06198075A publication Critical patent/JPH06198075A/en
Application granted granted Critical
Publication of JP3907213B2 publication Critical patent/JP3907213B2/en
Anticipated expiration legal-status Critical
Expired - Fee Related legal-status Critical Current

Links

Classifications

    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/20Input arrangements for video game devices
    • A63F13/21Input arrangements for video game devices characterised by their sensors, purposes or types
    • A63F13/211Input arrangements for video game devices characterised by their sensors, purposes or types using inertial sensors, e.g. accelerometers or gyroscopes
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/10Features 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
    • A63F2300/105Features 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

Abstract

PURPOSE:To provide the progressive game machine high in operability by providing a moving amount signal generating means for generating a moving amount signal corresponding to a moving amount from an origin, judging means for judging the level of the moving amount signal, and control means for positively or non-positively controlling a character corresponding to the judgement. CONSTITUTION:An acceleration signal (a) generated at an acceleration sensor AS is amplified to a desired signal level by an amplifying means 4 and converted to a digital signal through a threshold means 5 by an A/D converting means 6. This digital signal is processed by a CPU 7, the acceleration signal (a) is turned to a speed signal (b) by an integrating means 8 and further, a moving amount signal (c) is obtained by an integrating means 9. Corresponding to the comparison of the moving amount signal (c) with a reference signal (d) at a comparing means 2, a control means 3 is kept opened or closed. Thus the character can be controlled only by moving the controller from the origin in a certain direction and as long as the controller is kept in the shifted state from the origin in a certain direction, the continuous move control of the game character is enabled.

Description

【発明の詳細な説明】Detailed Description of the Invention

【0001】[0001]

【産業上の利用分野】本発明は、コンピュータゲーム、
ビデオゲーム、TVゲームなどと称せられるゲームを制
御するのに非常に好ましい装置に関する。
BACKGROUND OF THE INVENTION The present invention relates to a computer game,
It relates to a highly preferred device for controlling games called video games, TV games and the like.

【0002】[0002]

【従来の技術】このようなゲーム制御装置としては機構
式開閉スイッチを用いたものが定型的である。
2. Description of the Related Art A game control device using a mechanical opening / closing switch is typical.

【0003】[0003]

【発明が解決しようとする課題】しかし、操作性は必ず
しも良いものではなく、ことに長時間操作は好ましくな
い。また、この種のゲームとして3次元あるいは疑似3
次元画面によるものが将来有望である。当然ながら、こ
のようなゲームに使用できる制御装置は単に従来の機構
を踏襲しただけでは面倒な操作を余儀なくされ、さらに
革新的な操作性を要求される。本発明は、非常に操作性
に優れた革新的なゲーム制御装置を提供するものであ
る。
However, the operability is not always good, and especially long-time operation is not preferable. In addition, as a game of this kind, three-dimensional or pseudo-3
Dimensional screens are promising in the future. As a matter of course, the control device that can be used for such a game is inconveniently operated by simply following the conventional mechanism, and further innovative operability is required. The present invention provides an innovative game control device with extremely excellent operability.

【0004】[0004]

【課題を解決するための手段】請求項に示した通りであ
る。
[Means for Solving the Problems] As described in the claims.

【0005】[0005]

【作用】本発明によれば、移動量信号の変化を実質上連
続的に利用するのではなく、移動量信号の大小を判定す
る判定手段(または、移動量信号を基準信号と比較する
比較手段)を設けたことが第1の特徴である。すなわ
ち、ある点を境とした判定(または、比較)がなされ
る。また、移動量信号は制御装置の動きを止めた後も存
在し、移動量信号の大小を判定する(または、移動量信
号を基準信号と比較する)ことが容易である。次に、判
定(または、比較)に対応してキャラクターを能動また
は非能動(または、相異なる状態)に制御するための制
御手段を設けたことが第2の特徴で、ある点を境とした
判定(または、比較)がなされることに対応して、キャ
ラクターに対する制御状態が明確に相違する。すなわ
ち、制御装置を原点からある方向に少なくともある量だ
け動かして止めておくだけで、キャラクターに対する制
御を能動状態に制御(または、維持)でき、制御装置を
原点に止めておく限り、キャラクターに対する制御を非
能動状態に制御(または、維持)できる。また、第2の
特徴である制御手段は直接的な機能をもとに構成表現す
れば、判定(または、比較)に対応して相異なる2値
(または「開または閉」、または「HまたはLレベ
ル」)に制御(または、維持)されるものとなり、制御
装置を原点からある方向に少なくともある量だけ動かし
て止めておくだけで制御手段が例えば閉(または「いず
れかの1値」、または「Lレベル」)に制御(または、
維持)される。以上により自由空間において装置を原点
からX,−X,Y,−Y等の方向に動かすだけでゲーム
キャラクターを制御できる。そして、装置を原点からあ
る方向にシフトさせた状態に維持する限り、制御手段は
例えば閉(または「いずれかの1値」、または「Lレベ
ル」)に制御(または、維持)されているので、例えば
ゲームキャラクターの連続的移動制御が可能である。ゲ
ームキャラクターの制御感覚は従来の制御装置を使用し
ている場合とさほど変わず違和感がない上、操作性につ
いては格段に良い。ことにゲームキャラクターを3次元
制御する場合のように6方向の制御が必要な場合に格別
の優位性が発揮される。また、基準信号値(または、判
定値)を適切に選ぶことにより、装置の原点からの微小
な変位に対して制御手段の状態変化はなく、装置をもつ
手の微小なふるえ、あるいは装置の動きに関する適度な
遊びを許容し、ゲームをスムーズに進行できる。また、
加速度信号,速度信号または移動量信号をリセットする
リセット手段を備えると、原点を変えて再びそこで支障
なくゲーム操作でき、装置を操作する場所を移動したり
他人に装置を手渡す場合等に際して利便性がある。
According to the present invention, the judgment means (or the comparison means for comparing the movement amount signal with the reference signal) for judging the magnitude of the movement amount signal is used without utilizing the change of the movement amount signal substantially continuously. ) Is the first feature. That is, a determination (or comparison) is made with a certain point as a boundary. Further, the movement amount signal exists even after the movement of the control device is stopped, and it is easy to determine the magnitude of the movement amount signal (or compare the movement amount signal with the reference signal). Next, the second feature is that a control means is provided for controlling the character to be active or inactive (or different states) corresponding to the judgment (or comparison). In response to the determination (or comparison), the control state for the character is clearly different. That is, the control for the character can be controlled (or maintained) in the active state by moving and stopping the control device at least a certain amount from the origin, and as long as the control device is stopped at the origin, the control for the character Can be controlled (or maintained) in the inactive state. Further, if the control means, which is the second feature, is configured and expressed based on a direct function, different binary values (or “open or closed”, or “H or L level ") is controlled (or maintained), and the control means is closed (or" any one value ") by moving the control device in the direction from the origin at least by a certain amount and stopping it. Or "L level") control (or,
Maintained). As described above, the game character can be controlled by simply moving the device in the free space from the origin in the directions of X, -X, Y, -Y. The control means is controlled (or maintained) to be closed (or "any one value" or "L level"), for example, as long as the device is maintained in a state shifted from the origin in a certain direction. For example, continuous movement control of game characters is possible. The control sensation of the game character is not much different from that when using a conventional control device, and there is no discomfort, and the operability is remarkably good. Especially when the game character needs to be controlled in 6 directions, such as when controlling the game character in three dimensions, a particular advantage is exhibited. Also, by appropriately selecting the reference signal value (or the judgment value), there is no change in the state of the control means with respect to a minute displacement from the origin of the device, and a minute shaking of the hand holding the device or movement of the device. Allows a moderate amount of play regarding the game and allows the game to proceed smoothly. Also,
If the reset means for resetting the acceleration signal, the velocity signal, or the movement amount signal is provided, the origin can be changed and the game can be operated again without any trouble, which is convenient when moving the place where the device is operated or handing the device to another person. is there.

【0006】[0006]

【実施例】次に、本発明を具体化した多様な実施例を説
明するが、本発明を実施例のみに特有な事項に基づいて
限定解釈してはならず、本発明の技術的範囲は、請求項
に示した事項あるいはその事項と実質的に等価である事
項に基づいて定めなければならない。
EXAMPLES Next, various examples embodying the present invention will be described. However, the present invention should not be limitedly interpreted based on matters peculiar to only the examples, and the technical scope of the present invention is not limited thereto. , The matters specified in the claims or the matters substantially equivalent to the matters shall be determined.

【0007】図1に示す実施例は、加速度センサーAS
と、加速度センサーASに発生する加速度信号aに基づ
いて移動量信号cを生成する移動量信号生成手段1と、
移動量信号cを基準信号dと比較する比較手段2と、比
較に対応して開または閉に維持される制御手段3とを備
えたゲーム制御装置を構成する。一般的に、移動量信号
cは速度信号bを中間生成してから生成するとよい。な
お、優先権主張に係る先の出願(特願平4−26955
0号)においても、当然に上位概念で言い替えられる事
項、または、自明で等価な置換事項などを示すと以下の
通りである。加速度センサーASに発生する加速度信号
aに基づいて移動量信号cを生成する移動量信号生成手
段1を、加速度センサーASという具体的手段にとらわ
れることなく上位概念で言い替えると、自由空間におけ
る装置の原点からの移動量に対応する移動量信号cを生
成する移動量信号生成手段1となるのは明らかである。
移動量信号cを基準信号dと比較する比較手段2は当然
ながら、移動量信号cの大小を判定する判定手段として
もよい自明で等価なものである。すなわち、図1あるい
はその他にも図示した比較手段2は判定手段に当然置換
できる。また、制御手段3に関しては、キャラクターに
対する制御を鑑み、判定(または、比較)に対応してキ
ャラクターを能動または非能動(または、相異なる状
態)に制御するための制御手段3といってもよい。ま
た、当然ながら、判定(または、比較)に対応して開ま
たは閉(または「相異なる2値」、または「HまたはL
レベル」)に維持されるという表現と、判定(または、
比較)に対応して開または閉(または「相異なる2
値」、または「HまたはLレベル」)に制御されるとい
う表現とを相互置換できる。その理由は、例えば、制御
手段3の後段または制御手段3自体の後段にシフトレジ
スタ、データセレクタ、マルチプレクサその他適宜手段
を用いて、制御信号を直列的に時分割出力することが自
明だからである。この場合、見かけ上の開閉サイクル状
態が生ずる。そうすると、例えば、閉に維持されるとい
う表現が、見かけ上の開閉サイクル状態を含まないと受
け取られ兼ねない。そのための置換である。開閉サイク
ル状態とは、例えば、シフトレジスタの直列信号出力の
1周期毎に、開信号の特定箇所にキャラクターを能動化
するための閉信号が出力される状態である。なお、この
他に、キャラクターの能動化に対応したコンピュータ本
体の受付信号が、見かけ上ではない真の開閉サイクル状
態になる場合も考えると、閉に制御されるという表現の
方が適切となる。そして、これらの事項は、以下に示す
各実施例においても当然同様に適用される。
The embodiment shown in FIG. 1 has an acceleration sensor AS.
A movement amount signal generating means 1 for generating a movement amount signal c based on the acceleration signal a generated by the acceleration sensor AS;
A game control device is provided with a comparison means 2 for comparing the movement amount signal c with a reference signal d, and a control means 3 which is kept open or closed corresponding to the comparison. Generally, the movement amount signal c may be generated after the speed signal b is intermediately generated. The prior application for claiming priority (Japanese Patent Application No. 4-26955).
No. 0) is, of course, as follows when the items that can be paraphrased by the superordinate concept or the obvious equivalent substitution items are shown. In other words, the movement amount signal generating means 1 for generating the movement amount signal c based on the acceleration signal a generated in the acceleration sensor AS is not limited to the specific means of the acceleration sensor AS, but in other words, it is the origin of the device in the free space. Obviously, it becomes the movement amount signal generating means 1 for generating the movement amount signal c corresponding to the movement amount from.
The comparison means 2 for comparing the movement amount signal c with the reference signal d is, of course, an obvious and equivalent one which may be a determination means for determining the magnitude of the movement amount signal c. That is, the comparing means 2 shown in FIG. 1 or others can be replaced by the determining means. The control means 3 may be referred to as control means 3 for controlling the character to be active or inactive (or different states) corresponding to the determination (or comparison) in consideration of the control on the character. . Also, as a matter of course, open or closed (or “different binary”) or “H or L” corresponding to the determination (or comparison).
Level ”) and the verdict (or
Open or closed (or "different 2
"Value", or "controlled by" H or L level "). The reason is that, for example, it is obvious that the control signal is serially time-divisionally output by using a shift register, a data selector, a multiplexer, or other appropriate means in the subsequent stage of the control means 3 or in the subsequent stage of the control means 3 itself. In this case, an apparent open / close cycle state occurs. Then, for example, the expression of being maintained in the closed state may be considered as not including the apparent opening / closing cycle state. That is the replacement. The open / close cycle state is, for example, a state in which a closed signal for activating a character is output to a specific portion of the open signal for each cycle of serial signal output of the shift register. In addition to this, considering that the reception signal of the computer main body corresponding to the activation of the character is in a true open / close cycle state which is not apparent, the expression of being closed is more appropriate. And these matters are naturally applied to each of the following embodiments.

【0008】加速度センサーASは2次元あるいは3次
元等の加速度を検出するもので、ピエゾ抵抗入り半導体
素子、容量検出型半導体素子、歪ゲージ素子、電磁素
子、磁性流体型素子、圧電素子その他適宜手段で構成さ
れる。ことにピエゾ抵抗入り半導体素子は将来さらに有
望である。使用される加速度センサーASは超低周波応
答性に優れたものがよい。例えば、加速度信号周波数で
約200Hz以下の周波数帯域において応答性がよく、
しかし、それ以上の周波数帯域では応答性が低下してい
るものが好ましい。このような特性を加速度センサーA
S自体で得るのが難しい場合の対応については後述す
る。
The acceleration sensor AS detects two-dimensional or three-dimensional acceleration, and includes a piezoresistive semiconductor element, a capacitance detection type semiconductor element, a strain gauge element, an electromagnetic element, a magnetic fluid type element, a piezoelectric element and other appropriate means. Composed of. In particular, piezoresistive semiconductor devices are even more promising in the future. The acceleration sensor AS used is preferably one having excellent ultralow frequency response. For example, the response is good in the frequency band of about 200 Hz or less at the acceleration signal frequency,
However, it is preferable that the response is lowered in the frequency band higher than that. Accelerometer A with such characteristics
Correspondence when it is difficult to obtain by S itself will be described later.

【0009】加速度センサーASに発生した加速度信号
aは増幅手段4により所望の信号レベルに増幅され、適
切な値のしきい値手段5を介して、A/D変換手段6で
デジタル信号に変換される。このデジタル信号はCPU
7で信号処理される。すなわち、加速度信号aは積分手
段8で速度信号bとなり、さらに積分手段9で移動量信
号cを得る。そして、移動量信号cと基準信号dとの比
較(比較手段2による)に対応して、制御手段3は開ま
たは閉に維持される。そして、制御手段3の出力信号は
コンピュータ本体に供給される。もちろん、この信号と
他の信号とをCPU7にてコンピュータ本体に直列的に
時分割供給してもよい。なお、加速度信号aに基づいて
速度信号bや移動量信号cを生成する信号処理は厳密な
積分でなくてもよく、実用に足る移動量信号cを生成で
きればよい。より適当なアルゴリズム開発は本発明をさ
らに有意義なものにする。また、図1(A)の2点鎖線
内に示すものを単一の集積回路装置10としている。な
お、メモリーを単一の集積回路装置10に組み込んでも
よいし、メモリーは別の集積回路としてもよい。
The acceleration signal a generated in the acceleration sensor AS is amplified to a desired signal level by the amplification means 4, and is converted to a digital signal by the A / D conversion means 6 via the threshold value means 5 having an appropriate value. It This digital signal is the CPU
Signal processing is performed at 7. That is, the acceleration signal a becomes the velocity signal b by the integrating means 8, and the moving amount signal c is further obtained by the integrating means 9. Then, in response to the comparison between the movement amount signal c and the reference signal d (by the comparison means 2), the control means 3 is maintained open or closed. Then, the output signal of the control means 3 is supplied to the computer main body. Of course, this signal and other signals may be serially supplied to the computer main body by the CPU 7 in a time division manner. The signal processing for generating the velocity signal b and the movement amount signal c based on the acceleration signal a does not need to be strict integration as long as the movement amount signal c that is practical can be generated. The development of more suitable algorithms makes the present invention even more meaningful. In addition, what is shown within a two-dot chain line in FIG. 1A is a single integrated circuit device 10. The memory may be incorporated in the single integrated circuit device 10, or the memory may be another integrated circuit.

【0010】制御手段3の機能を分りやすくするためア
ナログ的に言えば、例えば、移動量信号cが基準信号d
を超えている状態では制御手段3が閉に維持され、移動
量信号cが基準信号dを超えていない状態では制御手段
3が開に維持されるといった具合である。すなわち、装
置を原点からある方向に動かすことにより移動量信号c
が基準信号dを超える状態になると、それまでは制御手
段3が開に維持されていたのが切り替わって閉に維持さ
れ、これによってコンピュータ本体に閉信号が供給され
てゲームキャラクターが制御(例えば移動制御)され
る。この制御状態は装置を原点に戻すまで続き、装置を
原点に戻すと制御手段3が開に維持されて止まる。
In order to make the function of the control means 3 easy to understand, in terms of analog, for example, the movement amount signal c is the reference signal d.
The control means 3 is maintained in the closed state when the value exceeds the reference value, and the control means 3 is maintained in the open state when the movement amount signal c does not exceed the reference signal d. That is, by moving the device in a certain direction from the origin, the movement amount signal c
When the control signal exceeds the reference signal d, the control means 3 is switched to the closed state until the control means 3 was kept open, and the closed signal is supplied to the computer main body to control the game character (for example, move). Controlled). This control state continues until the device is returned to the origin, and when the device is returned to the origin, the control means 3 is kept open and stopped.

【0011】これにより自由空間において装置を原点か
らX,−X,Y,−Y等の方向に動かすだけでゲームキ
ャラクターを制御できる。そして、装置を原点からある
方向にシフトさせた状態に維持する限り、制御手段3は
例えば閉に維持されているので、例えばゲームキャラク
ターの連続的移動制御が可能である。これは従来の制御
装置において方向制御スイッチボタンを押し続けて閉状
態に維持しているのと同効であり、本発明ではこの機能
が装置を原点から空間的にシフトさせておくだけで得ら
れる。ゲームキャラクターの制御感覚は従来の制御装置
を使用している場合とさほど変わず違和感がない上、操
作性については格段に良い。ことにゲームキャラクター
を3次元制御する場合のように6方向の制御が必要な場
合に格別の優位性が発揮される。そして、従来の制御装
置と互換性をもたすこともでき、この点でも有益であ
る。また、基準信号d値を適切に選ぶことにより、装置
の原点からの微小な変位に対して制御手段3の状態変化
はなく、装置をもつ手の微小なふるえ、あるいは装置の
動きに関する適度な遊びを許容し、ゲームをスムーズに
進行できる。
Thus, the game character can be controlled in the free space simply by moving the device in the directions of X, -X, Y, -Y from the origin. Then, as long as the device is kept in a state of being shifted in a certain direction from the origin, the control means 3 is kept closed, for example, so that continuous movement control of the game character is possible. This has the same effect as pressing and holding the direction control switch button in the conventional control device to keep it closed, and in the present invention, this function is obtained only by spatially shifting the device from the origin. . The control sensation of the game character is not much different from that when using a conventional control device, and there is no discomfort, and the operability is remarkably good. Especially when the game character needs to be controlled in 6 directions, such as when controlling the game character in three dimensions, a particular advantage is exhibited. Further, it can be made compatible with the conventional control device, which is also useful in this respect. Further, by appropriately selecting the reference signal d value, there is no change in the state of the control means 3 with respect to a minute displacement from the origin of the device, and a minute shaking of the hand holding the device or an appropriate play regarding the movement of the device. To allow the game to proceed smoothly.

【0012】また、加速度信号a,速度信号bまたは移
動量信号cをリセットするリセット手段を備えている。
リセット手段を機能させるにはリセット操作部11(ス
イッチ)を操作してCPU7に信号を与える。そして、
移動量信号cを生成する積分手段9にリセット信号Rが
与えられる場合、例えばリセット操作部11を操作し続
ける(例えば押し続ける)とよい。これにより、装置を
動かしても移動量信号cは発生しないため原点を容易に
変えられ、再び別の原点でリセット操作部11の操作を
止めると支障なくゲーム操作を開始でき、装置を操作す
る場所を移動したり他人に装置を手渡す場合等に際して
利便性がある。また、装置を希望の原点に動かせてから
リセット操作部11を一瞬操作してもよい。これによっ
て移動量信号cがリセットされてそこが原点となり、再
び支障なくゲーム操作を開始できる。また、リセット信
号Rが積分手段8に与えられて速度信号bがリセットさ
れる構成において原点を変える場合は、リセット操作部
11を操作し続けるのがよい。また、リセット信号Rで
加速度信号aがリセットされる場合はリセット操作部1
1の操作で加速度信号aが共通線側に短絡(アース)さ
れるようになっておればよく、やはり同様の操作がよ
い。
Further, there is provided reset means for resetting the acceleration signal a, the speed signal b or the movement amount signal c.
To operate the reset means, the reset operation unit 11 (switch) is operated to give a signal to the CPU 7. And
When the reset signal R is given to the integrating means 9 that generates the movement amount signal c, for example, it is preferable to continue operating (for example, continue pressing) the reset operation unit 11. With this, since the movement amount signal c is not generated even if the device is moved, the origin can be easily changed, and if the operation of the reset operation unit 11 is stopped again at another origin, the game operation can be started without trouble, and the place where the device is operated. This is convenient when, for example, moving the device or handing the device to another person. Alternatively, the reset operation unit 11 may be operated for a moment after the device is moved to the desired origin. As a result, the movement amount signal c is reset and becomes the origin, and the game operation can be started again without any trouble. Further, when the origin is changed in a configuration in which the reset signal R is given to the integrating means 8 and the speed signal b is reset, it is preferable to continue operating the reset operation unit 11. When the acceleration signal a is reset by the reset signal R, the reset operation unit 1
It is sufficient that the acceleration signal a is short-circuited (grounded) to the common line side by the operation of 1, and the same operation is also good.

【0013】次に、一般的に弾発射等で使用するトリガ
ー操作部12を操作するとCPU7を介してコンピュー
タ本体に例えば閉信号が出力される。なお、トリガー操
作部12を弾発射等でひんぱんに激しく操作すると装置
の振動により移動量信号cが発生してゲームキャラクタ
ーに不用意な動きが発生するおそれもあるため、トリガ
ー操作部12を操作している(例えば押し続ける)限
り、自動的に連射できる機能をCPU7に持たせるのが
望ましい。例えば、トリガー操作部12を押し続けるだ
けでCPU7に毎秒5〜50回程度のサイクル信号を発
生する機能を持たせるとよい。
Next, when the trigger operating section 12 which is generally used for firing bullets is operated, a closing signal is output to the computer main body through the CPU 7. It should be noted that if the trigger operating section 12 is operated violently by firing bullets or the like, the movement amount signal c may be generated due to the vibration of the device and the game character may be inadvertently moved. It is desirable that the CPU 7 has a function capable of automatically performing continuous fire as long as it is held (for example, kept pressed). For example, it is preferable that the CPU 7 has a function of generating a cycle signal about 5 to 50 times per second only by pressing and holding the trigger operating unit 12.

【0014】そして、本発明の実施に用いる回路装置
は、少なくとも、加速度センサーASと、この加速度セ
ンサーASからの出力信号を増幅する増幅手段4と、こ
の増幅手段4からの出力信号をA/D変換するA/D変
換手段6と、このA/D変換手段6からの出力信号を処
理するCPU7とを単一の集積回路装置として形成した
ゲーム制御装置用集積回路装置が望ましい。図1(A)
ではさらに、しきい値手段5を加えて集積化してあり、
2点鎖線内に示すものを集積回路装置10としている。
なお、先述の通り、メモリーを単一の集積回路装置10
に組み込んでもよいし、メモリーは別の集積回路として
もよい。なお、少なくとも、加速度センサーASと、こ
の加速度センサーASからの出力信号を増幅する増幅手
段4と、この増幅手段4からの出力信号をA/D変換す
るA/D変換手段6とを単一の集積回路装置として形成
してももちろんよい。
The circuit device used for implementing the present invention includes at least an acceleration sensor AS, an amplification means 4 for amplifying an output signal from the acceleration sensor AS, and an A / D output signal from the amplification means 4. An integrated circuit device for a game control device in which the A / D converting means 6 for converting and the CPU 7 for processing the output signal from the A / D converting means 6 are formed as a single integrated circuit device is desirable. Figure 1 (A)
Then, it is further integrated by adding a threshold value means 5,
What is shown within the chain double-dashed line is the integrated circuit device 10.
As described above, the memory is used as the single integrated circuit device 10.
Or the memory may be a separate integrated circuit. At least the acceleration sensor AS, the amplification means 4 for amplifying the output signal from the acceleration sensor AS, and the A / D conversion means 6 for A / D converting the output signal from the amplification means 4 are integrated into a single unit. Of course, it may be formed as an integrated circuit device.

【0015】また、別の発明要素として、少なくとも加
速度センサーASを備え、加速度信号処理系の応答周波
数を約200Hz以下の範囲としたゲーム制御装置を開
示する。本実施例では例えば、加速度センサーASと増
幅手段4の間にそうした特性を実現するフィルターを設
けたり、増幅手段4のフィードバック抵抗に並列にコン
デンサを接続して増幅手段4自体を狭帯域型増幅手段と
するとよい。このようにすることにより、装置を不用意
に叩いたり擦ったりした際に発生する振動の内の比較的
高周波数成分に応答しないため、ゲームの不用意な制御
がなされにくく、振動をダンピングするダンピング部材
を少なくできるかまたは特に必要としない。そして、こ
の周波数範囲は、制御装置を人の手で動かすことができ
る加速度の上限を充分満足しており、装置を動かすこと
によるゲーム制御は別段支障がない。
As another invention element, there is disclosed a game control device including at least an acceleration sensor AS and having a response frequency of an acceleration signal processing system within a range of about 200 Hz or less. In the present embodiment, for example, a filter that realizes such characteristics is provided between the acceleration sensor AS and the amplifying means 4, or a capacitor is connected in parallel to the feedback resistance of the amplifying means 4 so that the amplifying means 4 itself is a narrow band type amplifying means. It is good to By doing this, it does not respond to the relatively high frequency component of the vibration generated when the device is inadvertently hit or rubbed, so it is difficult to inadvertently control the game, and damping that damps the vibration The number of members can be reduced or not particularly required. Further, this frequency range sufficiently satisfies the upper limit of the acceleration at which the control device can be moved by a human hand, and the game control by moving the device does not cause any trouble.

【0016】以上の例は、CPU7を使用してデジタル
信号処理しているが、図2(A)のようにアナログ処理
しても差しつかえない。アナログ処理する場合は、しき
い値手段5の後に波形整形手段13を設け、その後に積
分手段8,9、比較手段2、制御手段3を設ける。な
お、トリガー操作部12のスイッチ開閉出力は直接的に
コンピュータに送られる。もちろん先述の通り、制御手
段3やトリガー操作部12の出力をシフトレジスタ、デ
ータセレクタ、マルチプレクサその他適宜手段を介して
直列的に時分割出力してもよい。また、波形整形手段1
3は、図1(A)におけるA/D変換手段6の前に設け
てもよい。図2(B)は各部波形図を示し、移動量信号
cを基準信号dと比較手段2で比較し、比較に対応して
制御手段3を開または閉に維持している。例えば、移動
量信号cが基準信号dを超えている状態では制御手段3
が閉に維持され、移動量信号cが基準信号dを超えてい
ない状態では制御手段3が開に維持されるといった具合
である。なお、移動量信号cがゼロレベルから下側(負
側)にも変位する回路条件(例えば正負2電源供給型)
などでは、別の基準信号をゼロレベルの下側(負側)に
設けてもよく、この場合、移動量信号cは2種の基準信
号に対して比較される。従って、移動量信号cの大小を
判定する判定手段とは、移動量信号cの大中小を判定す
る判定手段を含む。
In the above example, the CPU 7 is used for digital signal processing, but analog processing as shown in FIG. In the case of analog processing, the waveform shaping means 13 is provided after the threshold means 5, and then the integrating means 8 and 9, the comparing means 2, and the controlling means 3 are provided. The switch opening / closing output of the trigger operating unit 12 is directly sent to the computer. Of course, as described above, the outputs of the control unit 3 and the trigger operation unit 12 may be serially time-division output via a shift register, a data selector, a multiplexer, and other appropriate units. Also, the waveform shaping means 1
3 may be provided in front of the A / D conversion means 6 in FIG. FIG. 2B shows a waveform diagram of each part, in which the movement amount signal c is compared with the reference signal d by the comparison means 2 and the control means 3 is maintained open or closed corresponding to the comparison. For example, when the movement amount signal c exceeds the reference signal d, the control means 3
Is kept closed, and the control means 3 is kept open when the movement amount signal c does not exceed the reference signal d. Circuit conditions in which the movement amount signal c is displaced from the zero level to the lower side (negative side) (for example, positive / negative dual power supply type)
For example, another reference signal may be provided on the lower side (negative side) of the zero level. In this case, the movement amount signal c is compared with two types of reference signals. Therefore, the determination means for determining the magnitude of the movement amount signal c includes a determination means for determining the magnitude of the movement amount signal c.

【0017】図3は本発明の実使用状態例を示す。これ
も別の発明要素として、少なくとも加速度センサーAS
(または、自由空間における装置の原点からの移動量に
対応する移動量信号を生成する移動量信号生成手段)を
備え、ケース20にはほぼ細長筒形状で片手により把握
可能な把握部21を設けたゲーム制御装置を開示する。
この制御装置はコンピュータ22に接続され、コンピュ
ータ22はディスプレイ23に接続される。この実施例
では、ケース20内に図1(A)の2点鎖線内のゲーム
制御装置用集積回路装置10を備えている。また、電源
はコンピュータ22より供給される。そして図示例で
は、装置をX,−X等の方向に動かすだけでディスプレ
イ23のキャラクター24を比例的に容易に方向制御で
きることを示す。そして、装置を原点からある方向にシ
フトさせた状態に維持する限り、制御手段3は例えば閉
に維持されているので、キャラクター24の連続的移動
制御も実に簡単である。
FIG. 3 shows an example of actual use of the present invention. This is also another invention element, at least the acceleration sensor AS
(Or, a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the device in the free space) is provided, and the case 20 is provided with a grasping portion 21 having a substantially elongated tubular shape and graspable by one hand. A game control device is disclosed.
This controller is connected to a computer 22, which in turn is connected to a display 23. In this embodiment, a case 20 is provided with the game control device integrated circuit device 10 within the chain double-dashed line in FIG. In addition, power is supplied from the computer 22. In the illustrated example, it is shown that the character 24 of the display 23 can be proportionally and easily controlled in direction simply by moving the device in the X, -X, or other directions. Then, as long as the device is kept in a state shifted from the origin in a certain direction, the control means 3 is kept closed, for example, so that continuous movement control of the character 24 is very simple.

【0018】図3の制御装置は図4(A)に拡大して示
され、ケース20端部に主に親指で押圧操作されるリセ
ット操作部11を、ケース20側面の端部寄りに人差し
指の腹で押圧操作されるのに適したトリガー操作部12
を設ける。逆に、ケース20端部にトリガー操作部12
を、ケース20側面の端部寄りにリセット操作部11を
設けてもよい。また、同図(B)では、少なくとも加速
度センサーASを含む部分およびリセット操作部11
と、トリガー操作部12とに、コード分岐により分離構
成してそれぞれ別々のケース20に設け、それぞれを片
手で把握部21を把握して操作するものである。こうす
ると、トリガー操作部12を操作するときの振動が加速
度センサーASに伝わりにくい。なお、25はスイッチ
ブロックである。
The control device of FIG. 3 is shown in an enlarged manner in FIG. 4 (A), and the reset operation portion 11 which is mainly pressed by the thumb is operated at the end of the case 20 and the reset finger 11 is provided near the end of the side of the case 20 with the index finger. Trigger operation unit 12 suitable for being pressed by the belly
To provide. On the contrary, the trigger operation part 12 is provided at the end of the case 20.
The reset operation unit 11 may be provided near the end of the side surface of the case 20. Further, in FIG. 2B, a portion including at least the acceleration sensor AS and the reset operation unit 11
And the trigger operating unit 12 are separated by code branching and provided in different cases 20, and each of them is operated by grasping the grasping unit 21 with one hand. This makes it difficult for vibrations when operating the trigger operating unit 12 to be transmitted to the acceleration sensor AS. In addition, 25 is a switch block.

【0019】図5はリモコン式のゲーム制御装置を示
し、やはり、少なくとも加速度センサーAS(または、
自由空間における装置の原点からの移動量に対応する移
動量信号を生成する移動量信号生成手段)を備え、ケー
ス20にはほぼ細長筒形状で片手により把握可能な把握
部21を設けたゲーム制御装置を開示する。そして、リ
モコン式のため電池26を内蔵している。同図(A)は
ピストル型で、2種のリセット操作部11(積分手段
8,9のリセットにそれぞれ対応)と、トリガー操作部
12を設けている。同図(B)のものは、床やテーブル
に載置できるよう底面積をやや大きくしたものである。
11はリセット操作部、12はトリガー操作部で人差し
指の腹で押圧操作されるのに適している。
FIG. 5 shows a remote control type game control device, and again, at least the acceleration sensor AS (or,
The game control is provided with a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount of the device in the free space from the origin, and the case 20 is provided with a grasping portion 21 having a substantially elongated tubular shape and capable of grasping with one hand. A device is disclosed. Since it is a remote control type, it has a built-in battery 26. FIG. 1A shows a pistol type, which is provided with two types of reset operating parts 11 (corresponding to resetting of the integrating means 8 and 9) and a trigger operating part 12. The one shown in FIG. 6B has a slightly larger bottom area so that it can be placed on the floor or a table.
Reference numeral 11 is a reset operation unit, and 12 is a trigger operation unit, which is suitable for being pressed by the pad of the index finger.

【0020】以上の例では、片手で把握できる把握部2
1をケース20に設けており、自由空間において把握部
21を把握して単に移動操作することで、ゲーム制御を
可能としている。これによって、ゲームキャラクターを
把握部21の移動操作と比例的に操作できたりする。す
なわち、ゲームキャラクターを動かすには装置を単に望
みの方向に移動操作すればよい。また、ゲーム制御装置
を原点から動かした際に制御手段3が状態変化するポイ
ントまでの移動量を1軸上(例えばX軸,例えば−X
軸,…)において約1cm〜約5cmとすると感覚的に
よい。これは、基準信号dの値と関係があり、前述した
ように装置の原点からの微小な変位に対して制御手段3
の状態変化がないので、装置をもつ手の微小なふるえ、
あるいは装置の動きに関する適度な遊びを許容し、しか
も、キャラクターを動かすのに装置の極端な移動が要ら
ないので、腕の疲労を少なくできる。
In the above example, the grasping portion 2 that can be grasped with one hand
1 is provided in the case 20, and the game can be controlled by grasping the grasping portion 21 in the free space and simply moving the grasping portion 21. This allows the game character to be operated in proportion to the moving operation of the grasping section 21. That is, in order to move the game character, simply move the device in the desired direction. In addition, the amount of movement to the point where the control means 3 changes the state when the game control device is moved from the origin is on one axis (for example, the X axis, for example, -X).
It is sensuously good if the axis is about 1 cm to about 5 cm. This has a relation with the value of the reference signal d, and as described above, the control means 3 is provided for a minute displacement from the origin of the device.
Since there is no change in the state of, the slight shaking of the hand holding the device,
Alternatively, since a moderate amount of play relating to the movement of the device is allowed and the device does not require extreme movement to move the character, fatigue of the arm can be reduced.

【0021】次に、図6,7はトリガー操作を別手段で
実現した例で、少なくとも加速度センサーASを備え、
この加速度センサーASは3次元加速度センサーであ
り、この加速度センサーASのうちの2次元加速度セン
サー部AS(X,Y)をキャラクター24の2次元移動
制御用に用い、残りの1次元加速度センサー部(Z)を
キャラクター24のトリガー制御用に用いたゲーム制御
装置である。すなわち、把握部21を把握して両矢印2
7の奥行方向(手前方向でもよいが)に所定量変位させ
るだけで1次元加速度センサー部(Z)に加速度信号が
発生して、前述と同様な機能手段を経て制御手段の状態
が変化し、CPU7からトリガー信号(例えば閉信号)
が出力される。このように、装置の奥行方向の移動操作
によってキャラクター24を簡単にトリガー操作でき、
このトリガー操作で、例えば図示のようにキャラクター
24から弾28を発射(装置を奥行方向に移動した状態
に維持することで、CPU7に毎秒5〜50回程度のサ
イクル信号を発生する機能を持たせる連射機能も可)で
きる。キャラクター24を動かすには装置を単に移動操
作すればよいのは前述した例と同様であり、2次元加速
度センサー部AS(X,Y)に発生する加速度信号が処
理されて制御手段の状態変化をもたらす。なお、リセッ
ト操作部11についても前述した例と同様である。な
お、別概念で言い替えて、少なくとも自由空間における
装置の原点からの移動量に対応する移動量信号を生成す
る移動量信号生成手段を備え、移動量信号生成手段は3
次元移動量信号生成手段であり、この移動量信号生成手
段のうちの2次元移動量信号生成手段(X,Y)をキャ
ラクター24の2次元移動制御用に用い、残りの1次元
移動量信号生成手段(Z)をキャラクター24のトリガ
ー制御用に用いるとしてもよい。
Next, FIGS. 6 and 7 show an example in which the trigger operation is realized by another means, and at least the acceleration sensor AS is provided,
The acceleration sensor AS is a three-dimensional acceleration sensor, and the two-dimensional acceleration sensor unit AS (X, Y) of the acceleration sensor AS is used for two-dimensional movement control of the character 24, and the remaining one-dimensional acceleration sensor unit ( Z) is used for controlling the trigger of the character 24. That is, the grasping portion 21 is grasped and the double arrow 2
An acceleration signal is generated in the one-dimensional acceleration sensor unit (Z) only by displacing a predetermined amount in the depth direction (may be in the front direction) of 7, and the state of the control unit changes via the same function unit as described above. Trigger signal from CPU 7 (eg close signal)
Is output. In this way, you can easily trigger the character 24 by moving the device in the depth direction,
By this trigger operation, for example, a bullet 28 is fired from the character 24 as shown in the figure (the device is maintained in a state of being moved in the depth direction so that the CPU 7 has a function of generating a cycle signal of about 5 to 50 times per second). It is also possible to use a rapid fire function. It is the same as the above-described example that the device can be simply moved to move the character 24. The acceleration signal generated in the two-dimensional acceleration sensor unit AS (X, Y) is processed to change the state of the control means. Bring The reset operation unit 11 is similar to the above-mentioned example. In other words, in other words, at least the movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the device in the free space is provided, and the movement amount signal generating means is 3
A two-dimensional movement amount signal generating means, wherein the two-dimensional movement amount signal generating means (X, Y) of the movement amount signal generating means is used for controlling the two-dimensional movement of the character 24, and the remaining one-dimensional movement amount signal is generated. The means (Z) may be used for controlling the trigger of the character 24.

【0022】次に、図8はさらに別の制御装置例を示
し、少なくとも加速度センサーAS(または、自由空間
における装置の原点からの移動量に対応する移動量信号
を生成する移動量信号生成手段)を備え、ケース20に
はほぼ細長筒形状で片手により把握可能な把握部21を
設け、その上端側に設けた操作面29には、例えば他の
片手の指で操作できるよう押しボタン式などで構成した
各種のトリガー操作部12(例えば、キャラクターをジ
ャンプさせるとか、アイテムを取るとか、取ったアイテ
ムを活用するとか、弾を発射するとか、ゲームを中断す
るとか、ゲームをスタートするとか、等々に使用する)
と、リセット操作部11を設けたゲーム制御装置を開示
する。この実施例でも、ケース20内に図1(A)の2
点鎖線内のゲーム制御装置用集積回路装置10を備え
る。また、マイク30を例えば操作面29内に設け、音
声認識により各種の方向操作あるいはトリガー操作を可
能にしてもよい。なお、床やテーブルに倒れることなく
置けるよう把握部21の下端側は底面積を大きくしてあ
る。そして、装置をX,−X等の方向に動かすことによ
りキャラクターを容易に方向制御できることは他の実施
例と同様である。
Next, FIG. 8 shows another control device example, and at least an acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the device in free space). The case 20 is provided with a grasping portion 21 having a substantially elongated tubular shape that can be grasped by one hand, and the operation surface 29 provided on the upper end side thereof is, for example, a push button type so that it can be operated by a finger of another one hand. Various configured trigger operation units 12 (for example, jumping a character, taking an item, utilizing an item taken, firing a bullet, interrupting a game, starting a game, etc. use)
And a game control device provided with the reset operation unit 11. Also in this embodiment, the case 2 shown in FIG.
The game control device integrated circuit device 10 within the dashed line is provided. Further, the microphone 30 may be provided, for example, in the operation surface 29 to enable various directional operations or trigger operations by voice recognition. The bottom surface of the grasping portion 21 has a large bottom area so that the grasping portion 21 can be placed on the floor or a table without falling down. As in the other embodiments, the direction of the character can be easily controlled by moving the device in the X, -X, etc. directions.

【0023】また、図9はさらに別の制御装置例を示
し、少なくとも加速度センサーAS(または、自由空間
における装置の原点からの移動量に対応する移動量信号
を生成する移動量信号生成手段)を備え、ケース20に
はほぼ細長筒形状で片手により把握可能な把握部21を
設け、その上面と側面には、把握部21を把握しながら
各指で操作できるよう押しボタン式などで構成した各種
のトリガー操作部12を設けたゲーム制御装置を開示す
る。この実施例でも、ケース20内にゲーム制御装置用
集積回路装置10を備える。なお、床やテーブルに倒れ
ることなく置けるよう把握部21の下端側は底面積を大
きくしてある。また、図示のように、ゲームのスタート
/中断機能、セレクト機能などトリガー操作部12の一
部と、リセット操作部11を底面側の広幅部に設けても
よい。そして、装置をX,−X等の方向に動かすことに
よりキャラクターを容易に方向制御できることは他の実
施例と同様である。
Further, FIG. 9 shows still another control device example, and at least an acceleration sensor AS (or a movement amount signal generating means for generating a movement amount signal corresponding to the movement amount from the origin of the device in the free space). The case 20 is provided with a grasping portion 21 having a substantially elongated tubular shape that can be grasped with one hand, and various types of push buttons or the like are provided on the upper surface and side surfaces so that the grasping portion 21 can be operated with each finger. The game control device provided with the trigger operation part 12 of is disclosed. Also in this embodiment, the integrated circuit device 10 for the game control device is provided in the case 20. The bottom surface of the grasping portion 21 has a large bottom area so that the grasping portion 21 can be placed on the floor or a table without falling down. Further, as shown in the drawing, a part of the trigger operation unit 12 such as a game start / interruption function and a select function and the reset operation unit 11 may be provided in the wide portion on the bottom surface side. As in the other embodiments, the direction of the character can be easily controlled by moving the device in the X, -X, etc. directions.

【0024】[0024]

【発明の効果】以上の通り本発明は、非常に操作性に優
れた革新的なゲーム制御装置を提供できるという効果を
奏する。
INDUSTRIAL APPLICABILITY As described above, the present invention has the effect of providing an innovative game control device with excellent operability.

【図面の簡単な説明】[Brief description of drawings]

【図1】(A)本発明の実施例を示す回路ブロック図 (B)同機能ブロック図FIG. 1A is a circuit block diagram showing an embodiment of the present invention, and FIG. 1B is a functional block diagram of the same.

【図2】(A)本発明の他の実施例を示す回路ブロック
図 (B)同各部波形図
FIG. 2A is a circuit block diagram showing another embodiment of the present invention. FIG. 2B is a waveform diagram of each part.

【図3】本発明の実使用状態例を示す外観斜視図FIG. 3 is an external perspective view showing an example of an actual use state of the present invention.

【図4】(A)図3の制御装置を拡大して示す外観斜視
図 (B)他の制御装置例を示す外観斜視図
4A is an external perspective view showing the control device of FIG. 3 in an enlarged manner. FIG. 4B is an external perspective view showing another example of the control device.

【図5】(A)別の制御装置例を示す外観斜視図 (B)さらに別の制御装置例を示す外観斜視図5A is an external perspective view showing another example of the control device. FIG. 5B is an external perspective view showing another example of the control device.

【図6】本発明の別の実施例を示す回路ブロック図FIG. 6 is a circuit block diagram showing another embodiment of the present invention.

【図7】図6の制御装置による実使用状態例を示す外観
斜視図
7 is an external perspective view showing an example of an actual use state by the control device of FIG.

【図8】さらに別の制御装置例を示す外観斜視図FIG. 8 is an external perspective view showing still another control device example.

【図9】(A)さらに別の制御装置例を示す外観斜視図 (B)同平面図FIG. 9A is an external perspective view showing still another control device example, and FIG.

【符号の説明】[Explanation of symbols]

AS 加速度センサー 1 移動量信号生成手段 2 比較手段(判定手段) 3 制御手段 a 加速度信号 b 速度信号 c 移動量信号 d 基準信号 R リセット信号 AS acceleration sensor 1 moving amount signal generating means 2 comparing means (judging means) 3 controlling means a acceleration signal b speed signal c moving amount signal d reference signal R reset signal

Claims (5)

【特許請求の範囲】[Claims] 【請求項1】 自由空間における装置の原点からの移動
量に対応する移動量信号を生成する移動量信号生成手段
と、移動量信号の大小を判定する判定手段(または、移
動量信号を基準信号と比較する比較手段)と、判定(ま
たは、比較)に対応してキャラクターを能動または非能
動(または、相異なる状態)に制御(または、維持)す
るための制御手段とを備えたゲーム制御装置。
1. A moving amount signal generating means for generating a moving amount signal corresponding to a moving amount from an origin of an apparatus in free space, and a judging means for judging the magnitude of the moving amount signal (or the moving amount signal as a reference signal). And a control means for controlling (or maintaining) the character to be active or inactive (or different states) in response to the determination (or comparison). .
【請求項2】 自由空間における装置の原点からの移動
量に対応する移動量信号を生成する移動量信号生成手段
と、移動量信号の大小を判定する判定手段(または、移
動量信号を基準信号と比較する比較手段)と、判定(ま
たは、比較)に対応して相異なる2値(または「開また
は閉」、または「HまたはLレベル」)に制御(また
は、維持)される制御手段とを備えたゲーム制御装置。
2. A moving amount signal generating means for generating a moving amount signal corresponding to a moving amount from the origin of the device in free space, and a judging means for judging the magnitude of the moving amount signal (or the moving amount signal as a reference signal). And a control means for controlling (or maintaining) different binary values (or “open or closed” or “H or L level”) corresponding to the determination (or comparison). A game control device equipped with.
【請求項3】 請求項1または2において、移動量信号
生成手段は、加速度センサーに発生する加速度信号に基
づいて移動量信号を生成するものであるゲーム制御装
置。
3. The game control device according to claim 1, wherein the movement amount signal generation means generates the movement amount signal based on the acceleration signal generated by the acceleration sensor.
【請求項4】 請求項1または2において、移動量信号
生成手段は、加速度センサーに発生する加速度信号に基
づいて速度信号を中間生成してから移動量信号を生成す
るものであるゲーム制御装置。
4. The game control device according to claim 1 or 2, wherein the movement amount signal generating means intermediately generates a velocity signal based on the acceleration signal generated by the acceleration sensor and then generates the movement amount signal.
【請求項5】 請求項1〜4のいずれかにおいて、加速
度信号,速度信号または移動量信号をリセットするリセ
ット手段を備えたゲーム制御装置。
5. The game control device according to claim 1, further comprising reset means for resetting the acceleration signal, the speed signal or the movement amount signal.
JP24391793A 1992-09-11 1993-09-04 Game control device Expired - Fee Related JP3907213B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP24391793A JP3907213B2 (en) 1992-09-11 1993-09-04 Game control device

Applications Claiming Priority (3)

Application Number Priority Date Filing Date Title
JP26955092 1992-09-11
JP4-269550 1992-09-11
JP24391793A JP3907213B2 (en) 1992-09-11 1993-09-04 Game control device

Related Child Applications (1)

Application Number Title Priority Date Filing Date
JP2006339173A Division JP2007069025A (en) 1992-09-11 2006-11-18 Game control device

Publications (2)

Publication Number Publication Date
JPH06198075A true JPH06198075A (en) 1994-07-19
JP3907213B2 JP3907213B2 (en) 2007-04-18

Family

ID=26536493

Family Applications (1)

Application Number Title Priority Date Filing Date
JP24391793A Expired - Fee Related JP3907213B2 (en) 1992-09-11 1993-09-04 Game control device

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Country Link
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