JPH06198075A - Game controller - Google Patents

Game controller

Info

Publication number
JPH06198075A
JPH06198075A JP24391793A JP24391793A JPH06198075A JP H06198075 A JPH06198075 A JP H06198075A JP 24391793 A JP24391793 A JP 24391793A JP 24391793 A JP24391793 A JP 24391793A JP H06198075 A JPH06198075 A JP H06198075A
Authority
JP
Grant status
Application
Patent type
Prior art keywords
signal
means
moving
amount
control
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
JP24391793A
Other languages
Japanese (ja)
Other versions
JP3907213B2 (en )
Inventor
Shinichi Tsubota
伸壹 坪田
Original Assignee
Shinichi Tsubota
伸壹 坪田
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

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
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/02Accessories
    • A63F13/06Accessories using player-operated means for controlling the position of a specific area display
    • 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、 The present invention relates to a computer game,
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。 Video games, to a highly preferred device for controlling a game which is referred to as the TV game.

【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。 It is routine those using a mechanism closure switch of the Prior Art Such a game controller.

【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。 The object of the invention is to be Solved However, operability is not necessarily good, especially for a long time operation is not preferable. また、この種のゲームとして3次元あるいは疑似3 In addition, three-dimensional or pseudo-3 as this kind of game
次元画面によるものが将来有望である。 Due to the dimension screen is a promising future. 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。 Of course, such a control device that can be used in the game by merely follows the conventional mechanism is forced to complicated operations, it is further required innovative operability. 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。 The present invention is to provide an innovative game control device having excellent very 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] is as shown in 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。 According to the present invention, a change in the movement amount signal rather than substantially continuously available, determining means for determining the magnitude of the movement amount signal (or, comparing means for comparing the reference signal the movement amount signal ) it is the first feature of the provided. すなわち、ある点を境とした判定(または、比較)がなされる。 That is, the determination that a boundary a certain point (or comparison) is performed. 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。 Further, the movement amount signal also present after stopping the movement of the control device determines the magnitude of the movement amount signal (or, compares the movement amount signal reference signal) that is easy. 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。 Next, the determination (or comparison) providing the control means for controlling the character corresponding to the active or inactive (or, different state) in the second aspect, and a boundary a certain point determination (or comparison) in response to that is made, the control state for the character clearly different. 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。 That is, All you need to stop moving by at least a certain amount in a certain direction control device from the origin, controlling the control for the character to an active state (or maintained) can, as long as the previously stopped controller to the origin, the control for the character can be controlled in a non-active state (or maintained). 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、 The second aspect is that the control means be configured representation based on direct function, determination (or comparison) different binary corresponds to (or "open or closed", or "H or L level ") to the control (or, it shall be maintained), the control means, for example, closed just keep stop moving by at least a certain amount in a certain direction control device from the origin (or" either 1 value " or control to the "L level") (or,
維持)される。 Maintenance) by the. 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。 Can control the game characters just move from origin device in free space X, -X, Y, in the direction of -Y like the above. 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。 Then, as long as it maintains the state of being shifted in a certain direction unit from the origin, the control means may for example closed (or "either 1 value", or "L level") control (or, maintained) since it is , for example, it is possible to continuously move control of game characters. 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。 On there is no sense of incongruity not much river and if the control sense of the game character you are using a conventional control system, much good for operability. 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。 Especially particular advantage when the control of the six directions are required as in the case of controlling the game characters 3D is exhibited. 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。 The reference signal value (or the determination value) by selecting the appropriate, rather than the state change of the control means relative to the minute displacement from the origin of the device, tremor minute hand with apparatus, or movement of the device allow a reasonable play on, it can proceed the game smoothly. また、 Also,
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。 Acceleration signal, when provided with a reset means for resetting the speed signal or the movement amount signal, can again where without any trouble game operation by changing the origin, convenience upon or when to hand the device to another person or to move the location to operate the device 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 is a description of various embodiments embodying the present invention should not be limited interpreted based on specific matters only the present invention embodiment, the technical scope of the present invention It shall be determined based on the matters or the matter substantially equivalent and is matter of the claims.

【0007】図1に示す実施例は、加速度センサーAS [0007] embodiment shown in FIG. 1, the acceleration sensor 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、 When a shift amount signal generating means 1 for generating a movement amount signal c based on the acceleration signal a generated in the acceleration sensor AS,
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。 And comparison means 2 for comparing the movement amount signal c and the reference signal d, constituting the game control device and a control unit 3 which is maintained in the open or closed in response to the comparison. 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。 In general, movement amount signal c is may be generated from the intermediate speed signal b. なお、優先権主張に係る先の出願(特願平4−26955 It should be noted that the earlier application in accordance with the priority claim (Japanese Patent Application No. 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。 Even in No. 0), matters are paraphrasing naturally in the preamble or, are as follows indicating the like obvious equivalent replacement items. 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。 A movement amount signal generating means 1 for generating a movement amount signal c based on the acceleration signal a generated in the acceleration sensor AS, in other words in the preamble without being bound by specific means of the acceleration sensor AS, the origin of the device in free space become a movement amount signal generating means 1 for generating a movement amount signal c corresponding to the movement amount from is evident.
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。 While comparing means 2 for comparing the movement amount signal c and the reference signal d of course, those equivalent good obvious as determination means for determining the magnitude of the shift amount signal c. 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。 That is, the comparison means 2 also shown in Figure 1 or other may be naturally replaced to the determining means. 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。 As for the control unit 3, in view of the control for the character, determination (or comparison) active or inactive (or different states) the character corresponding to may be referred to as a control means 3 for controlling the . 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 Also, of course, determination (or comparison) open or closed (or "different binary" in response to, or "H or L
レベル」)に維持されるという表現と、判定(または、 The phrase is maintained at a level "), the determination (or,
比較)に対応して開または閉(または「相異なる2 Open or closed in response to the comparison) (or "different 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。 Value ", or" we can mutually replace the phrase is controlled to H or L level "). 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。 The reason is, for example, a subsequent stage or the control unit 3 itself subsequent to the shift register of the control unit 3, the data selector, using a multiplexer other suitable means is a control signal because obvious that time-divided output serially. この場合、見かけ上の開閉サイクル状態が生ずる。 In this case, it occurs closing cycle state apparent. 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。 Then, for example, the phrase is maintained in the closed can, not doubles received when not including the opening and closing cycle state apparent. そのための置換である。 It is substituted for that. 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。 The closing cycle state, for example, every cycle of the serial signal output of the shift register, a state where the close signal is output for enabling the character to a specific location of the open signal. 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。 Incidentally, in addition, reception signal of the computer main body corresponding to the activation of character, considering also become a true open cycle state not apparently found the following expression is controlled in a closed becomes appropriate. 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。 Then, these matters are also of course equally applicable in each embodiment described below.

【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。 [0008] acceleration sensor AS is used for detecting the acceleration, such as two-dimensional or three-dimensional, piezoresistive containing semiconductor devices, the capacitance detection-type semiconductor device, the strain gauge elements, electromagnetic elements, magnetic fluid element, piezoelectric elements other suitable means in constructed. 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。 Particular piezoresistive containing semiconductor element is further promising. 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。 Accelerometer AS used is good excellent ultra low frequency response. 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、 For example, better response in the frequency band below approximately 200Hz acceleration signal frequency,
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。 However, it is preferred that the response is reduced at higher frequency bands. このような特性を加速度センサーA Acceleration sensor A such characteristics
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 correspondence will be described later when it is difficult to obtain in S itself.

【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。 [0009] acceleration sensor AS acceleration signal a generated is amplified to a desired signal level by the amplifying means 4, via the threshold means 5 suitable value is converted into a digital signal by the A / D converter 6 that. このデジタル信号はCPU This digital signal is CPU
7で信号処理される。 7 is a signal processing with. 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。 That is, the acceleration signal a to obtain a movement amount signal c at the rate signal b, and the further integration means 9 by the integration means 8. 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。 Then, in response to a comparison between the movement amount signal c and the reference signal d (by comparison means 2), the control unit 3 is maintained in the open or closed. 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。 The output signal of the control unit 3 is supplied to the computer. 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。 Of course, it may be time-divided supply series in the computer and the signal with other signals in CPU 7. 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。 The signal processing for generating a speed signal b and the movement amount signal c based on the acceleration signal a may not be exact integration, it suffices generate a shift amount signal c sufficient for practical use. 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。 More suitable algorithm development is more meaningful ones present invention. 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。 Moreover, it is those indicated in two-dot chain line in FIG. 1 (A) and a single integrated circuit device 10. 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。 Incidentally, the memory may be integrated into a single integrated circuit device 10, the memory may be a separate 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 [0010] Speaking for analogically clarity the functions of the control unit 3, for example, the movement amount signal c is the reference signal 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。 The control unit 3 in the state exceeding the kept closed, in a state where the movement amount signal c does not exceed the reference signal d is so on the control unit 3 is maintained in the open. 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 That is, the movement amount signal c by moving in a certain direction of the device from the origin
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。 If There a state exceeding the reference signal d, so far is maintained in the closed switched that the control means 3 was maintained in the open, thereby being supplied closing signal to the computer game character control (e.g. mobile control) by the. 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。 The control state continues until return the device to the origin, it stops a control unit 3 returns the device to the origin is maintained in the open.

【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。 [0011] thereby control the game characters just move from origin device in free space X, -X, Y, in the direction of -Y like. 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。 Then, as long as it maintains the state of being shifted in a certain direction unit from the origin, the control unit 3 is maintained in the closed e.g., for example it is possible to continuously move the control of the game characters. 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。 This is the same effect as the press and hold the directional control switch button in the conventional control system is maintained in the closed state, resulting in only this function in the present invention is kept spatially shift the device from the origin . 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。 On there is no sense of incongruity not much river and if the control sense of the game character you are using a conventional control system, much good for operability. 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。 Especially particular advantage when the control of the six directions are required as in the case of controlling the game characters 3D is exhibited. 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。 Then, it can Motas the conventional control system compatible also beneficial in this respect. 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。 Further, by selecting the reference signal d value properly, rather than the state change of the control unit 3 to the minute displacement from the origin of the device, proper play regarding movements of small tremors, or apparatus of the hand with device allow, we can proceed the game 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。 Further, a reset means for resetting the acceleration signal a, the speed signal b or movement amount signal c.
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。 The to function resetting means for providing a signal to the CPU7 by operating the reset operating portion 11 (the switch). そして、 And,
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。 If the reset signal R is supplied to the integrating means 9 for generating a movement amount signal c, good example, continue to operate the reset operation unit 11 (e.g., hold down). 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。 Thus, the movement amount signal c or moving the device easily can change the origin for not occur, can start stop when no difficulty game operation the operation of the reset operating portion 11 in a different origin again, the location to operate the device which is convenient when if such hand over device to others or move. 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。 Further, a reset operation unit 11 by moving the device to the origin of the desired may be operated momentarily. 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。 This resets the movement amount signal c which is the origin and can start the game operation without again trouble. 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。 In the case of changing the origin in a configuration in which the reset signal R is the speed signal b given to the integrator 8 is reset, it is continue to operate the reset operation unit 11. 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 Further, when the acceleration signal a is reset by the reset signal R resets the operation section 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。 It is sufficient so the acceleration signal a is short-circuited (ground) to the common line side 1 of the operation, it is also the same operation.

【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。 [0013] Next, the general operating the trigger operation unit 12 for use in bullet firing or the like for example close signal to the computer via the CPU7 is output. 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。 Since the there is a possibility that inadvertent movement occurs in the game character movement amount signal c by the vibration of the device and the trigger operating portion 12 for operating frequent vigorous bullet firing or the like occurs, by operating the trigger operation portion 12 and have (eg hold down) as long as automatic fire can function desirably to have the CPU 7. 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。 For example, it is preferable to have a function of generating a cycle signal of about every second 5-50 times CPU7 simply pressing the trigger operation portion 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。 [0014] Then, the circuit device to be used in the practice of the present invention, at least an acceleration sensor AS, the amplifying means (4) for amplifying the output signal from the acceleration sensor AS, the output signal from the amplifying means 4 A / D an a / D converter 6 for converting, the a / D converter formed games controller integrated circuit device and CPU7 for processing an output signal from the 6 as a single integrated circuit device is desirable. 図1(A) Figure 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、 In addition, Yes and integrated by adding the threshold means 5,
2点鎖線内に示すものを集積回路装置10としている。 It is set to the integrated circuit device 10 to that shown in two-dot in chain line.
なお、先述の通り、メモリーを単一の集積回路装置10 Incidentally, as previously described, the integrated memory of a single circuit device 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。 May be incorporated into, the memory may be a separate integrated circuit. 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。 At least, the acceleration sensor AS, the amplifying means (4) for amplifying the output signal from the acceleration sensor AS, an A / D converter 6 in a single of the output signal A / D conversion from the amplifying means 4 It is formed as an integrated circuit device of course good.

【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。 Further, as another invention element comprises at least an acceleration sensor AS, discloses a game controller with a range of about 200Hz or less the response frequency of the acceleration signal processing system. 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。 In the present embodiment example, the acceleration sensor AS and may be provided a filter for realizing such a characteristic during the amplification means 4, narrowband amplifier means amplifying means 4 itself by connecting a capacitor in parallel to the feedback resistor of the amplifier means 4 or equal to. 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。 By doing so, because it does not respond to the relatively high frequency component of the vibration generated when the rub carelessly tapping the device, hardly inadvertent control of the game is performed, the damping for damping vibrations no or particularly required member can be reduced. 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。 Then, this frequency range, the upper limit of the acceleration can move the controller by hand is sufficiently satisfied, otherwise trouble game control by moving the device.

【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。 The above examples, while digital signal processing using a CPU 7, may safely be analog processing as in FIG. 2 (A). 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。 If analog processing, the waveform shaping means 13 provided after the threshold means 5, then the integrating means 8,9, comparison means 2, provided with control means 3. 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。 The switch-off the output of the trigger operating portion 12 is sent directly to the computer. 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。 Of course as previously described, the output shift register of the control unit 3 and triggers the operation unit 12, the data selector may be time-division outputs in series via a multiplexer other suitable means. また、波形整形手段1 In addition, the waveform shaping means 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。 3 may be provided before the A / D converter 6 in Fig. 1 (A). 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。 FIG. 2 (B) shows each section waveforms, the movement amount signal c is compared with the comparing means 2 and the reference signal d, maintains the control means 3 to open or close in response to the comparison. 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 For example, in a state where the movement amount signal c is greater than the reference signal d the control means 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。 There is maintained in the closed, in a state where the movement amount signal c does not exceed the reference signal d is so on the control unit 3 is maintained in the open. 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) The lower side from the movement amount signal c is zero level circuit condition which is displaced to (negative) (e.g. positive and negative second power-supply type)
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。 In such, may be provided with a different reference signal to zero level lower (negative), in this case, the movement amount signal c is compared against two reference signals. 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。 Therefore, a determining means for determining the magnitude of the shift amount signal c includes determination means for determining the large, medium and small movement amount signal c.

【0017】図3は本発明の実使用状態例を示す。 [0017] Figure 3 shows the actual use of the present invention. 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 This is also another invention elements, at least an acceleration sensor 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。 (Or, free movement amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in space) provided with a grasping portion 21 which can be grasped by one hand substantially elongated tubular shape The case 20 is provided It discloses a game controller.
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。 The control device is connected to the computer 22, the computer 22 is connected to a display 23. 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。 In this embodiment, a game control device for an integrated circuit device 10 in the two-dot chain line in FIG. 1 (A) to the case 20. また、電源はコンピュータ22より供給される。 The power is supplied from the computer 22. 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。 And in the illustrated example shows that the only moving the apparatus X, in the direction of -X like can proportionally readily direction control character 24 on the display 23. 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。 Then, as long as it maintains the state of being shifted in a certain direction unit from the origin, the control unit 3 is maintained in the closed e.g., continuous movement control of the character 24 is also quite 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 The control device of FIG. 3 is shown enlarged in FIG. 4 (A), the reset operating portion 11 is pressed mainly by the thumb to the case 20 end of the index finger towards the end portions of the case 20 side trigger operation portion 12 adapted to be pressed by the ball
を設ける。 The provision. 逆に、ケース20端部にトリガー操作部12 Conversely, the trigger operation portion 12 to the case 20 end
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。 And the may be provided a reset operation portion 11 towards the end portions of the case 20 side. 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 Further, in FIG. (B), the portion and the reset operation unit 11 including at least an acceleration sensor AS
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。 If, on the trigger operation unit 12, provided in each separate case 20 separated configuration by the code branches, is to operate to grasp the grasping portion 21, respectively with one hand. 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。 In this way, vibration when operating the trigger operation unit 12 is not easily transmitted to the acceleration sensor AS. なお、25はスイッチブロックである。 Incidentally, 25 denotes 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、 [0019] Figure 5 shows a game control device for remote-control, again, at least an acceleration sensor AS (or,
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。 Comprising a shift amount signal generation means) for generating a shift amount signal corresponding to the movement amount from the origin of the device in free space, the game control provided with a grasping portion 21 which can be grasped by one hand substantially elongated tubular shape in the case 20 It discloses an apparatus. そして、リモコン式のため電池26を内蔵している。 Then, a built-in battery 26 for remote-control. 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。 Fig (A) in the pistol, and two reset operation unit 11 (corresponding to a reset of the integrating means 8, 9) is provided with a trigger operation portion 12. 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。 Those in FIG. (B), and was slightly larger bottom area so that can be placed on the floor or table.
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。 11 reset operation unit 12 is adapted to be pressed by the ball of the index finger trigger operation unit.

【0020】以上の例では、片手で把握できる把握部2 [0020] In the above example, the recognition unit 2 which can be grasped with one hand
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。 And it provided 1 to case 20, by simply moving operation by grasping the grasping portion 21 in a free space, thereby enabling the game control. 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。 In this way, or you can move operations and in proportion to the operation of the grasping unit 21 of the game characters. 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。 That may simply moving operation in the direction of the desired device to move the game character. 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 Further, the amount of movement of the game controller to the point where the control unit 3 when moved from the origin changes state on one axis (e.g. X-axis, for example, -X
軸,…)において約1cm〜約5cmとすると感覚的によい。 Axis, ...) sensory good When about 1cm~ about 5cm in. 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 This has the values ​​and relationships of the reference signal d, the control unit 3 to the minute displacement from the origin of the device as described above
の状態変化がないので、装置をもつ手の微小なふるえ、 Since the state change of the absence, trembling minute hand with devices,
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。 Or permitting modest play regarding movement of the device, moreover, since the extreme movement of the device to move the character does not need, it can be reduced fatigue of the arm.

【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、 Next, FIGS. 6 and 7 in the example is realized by different means trigger operation, comprising at least an acceleration sensor AS,
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。 The acceleration sensor AS is a three-dimensional acceleration sensor, two-dimensional acceleration sensor section AS (X, Y) used for two-dimensional movement control character 24, the remaining one-dimensional acceleration sensor section of the acceleration sensor AS ( Z) is a game control device using a for trigger control of the character 24. すなわち、把握部21を把握して両矢印2 That is, to grasp the grasping portion 21 double arrow 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) 7 in the depth direction (or the front direction to) the by the acceleration signal is generated in a one-dimensional acceleration sensor unit alone (Z) by a predetermined amount displaced, state of the control means is changed through the above-described and similar function means, trigger signal from the CPU 7 (e.g. close signal)
が出力される。 There is output. 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、 Thus, simple to trigger operation of the character 24 by the depth direction of the moving operation of the device,
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。 In this trigger operation, for example, the firing (device bullet 28 from the character 24 as shown to maintain a state of being moved in the depth direction, and have the ability to generate a cycle signal of about every second 5-50 times CPU7 fire function can also be possible). 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。 The simply be moved operate the device to move the character 24 is the same as the example described above, two-dimensional acceleration sensor section AS (X, Y) a state change of the acceleration signal is processed by the control means for generating the bring. 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。 Note that it is similar to the example also described above for resetting the operation unit 11. 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 Note that paraphrasing a different concept, with a movement amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in at least a free space, the movement amount signal generating means 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。 The dimension shift amount signal generating means, two-dimensional movement amount signal generating means (X, Y) used for two-dimensional movement control character 24, the remaining one-dimensional movement amount signal generation of the shift amount signal generating means means (Z) may be used for triggering the control 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) Next, FIG. 8 illustrates yet another control example, at least an acceleration sensor AS (or, moving amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in free space) in the provided, the grasping portion 21 can be grasped by one hand substantially elongated tubular shape provided in the case 20, the operation surface 29 provided on its upper side, for example, other as a push-button that can be operated with a finger of one hand, such as configure the various trigger the operation unit 12 (for example, Toka to jump the character, Toka take the item, Toka take advantage of items taken, Toka to fire a bullet, Toka interrupt the game, Toka to start the game, on and so on use)
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。 When discloses a game controller provided with a reset operation unit 11. この実施例でも、ケース20内に図1(A)の2 Also in this embodiment, 2 of FIG. 1 (A) to the case 20
点鎖線内のゲーム制御装置用集積回路装置10を備える。 It comprises a game control device for an integrated circuit device 10 in the point chain line. 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。 Further, it provided the microphone 30 for example in the operation surface 29, may enable a variety of directional operation or trigger operation of the speech recognition. 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。 Incidentally, the lower end of the put as grasping unit 21 without falling on the floor or table are increasing the bottom area. 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。 Then, is the same as the other embodiments can be easily directional control characters by moving the apparatus X, in the direction of -X, and the like.

【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。 Further, FIG. 9 shows yet another control example, at least an acceleration sensor AS (or, moving amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in free space) provided, the grasping portion 21 can be grasped by one hand substantially elongated tubular shape provided in the case 20, the upper surface thereof and a side, and constituted by a push button to be operated by each finger while grasping the grasping portion 21 various It discloses a trigger operation portion 12 provided game controller. 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。 Also in this embodiment, it comprises a game control device for an integrated circuit device 10 in case 20. 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。 Incidentally, the lower end of the put as grasping unit 21 without falling on the floor or table are increasing the bottom area. 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。 Further, as shown, game start / interrupting function, and some of the trigger operation portion 12 such as select function may be provided a reset operation unit 11 to the wide portion of the bottom side. 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。 Then, is the same as the other embodiments can be easily directional control characters by moving the apparatus X, in the direction of -X, and the like.

【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。 As described above the present invention exhibits an effect that can provide innovative game control device having excellent very operability.

【図面の簡単な説明】 BRIEF DESCRIPTION OF THE 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 [1] (A) a circuit block diagram (B) the functional block diagram of an embodiment of the present invention

【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 [2] (A) a circuit block diagram showing another embodiment of the present invention (B) the respective sections waveform

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

【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 [4] (A) an external perspective view showing an enlarged control device shown in FIG. 3 (B) external perspective view showing another controller Example

【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 Figure 5 is an external perspective view showing a different control device Example (A) (B) external perspective view showing still another control apparatus example

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

【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] external perspective view showing a state of actual use example by the control device of FIG. 6

【図8】さらに別の制御装置例を示す外観斜視図 Figure 8 is an external perspective view showing still another control apparatus 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 9 (A) further perspective view illustrating another control example (B) plan view of the same

【符号の説明】 DESCRIPTION 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 in the acceleration sensor 1 shift amount signal generating means 2 comparison means (determination means) 3 control means a acceleration signal b speed signal c movement amount signal d reference signal R the reset signal

Claims (5)

    【特許請求の範囲】 [The claims]
  1. 【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 a movement amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in free space, determining means for determining the magnitude of the movement amount signal (or reference signal the movement amount signal compared with the comparison means), the determination (or comparison) active or inactive (or character in response to, different state) to the control (or, the game control device and a control means for maintaining) .
  2. 【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。 Wherein the movement amount signal generating means for generating a shift amount signal corresponding to the movement amount from the origin of the device in free space, determining means for determining the magnitude of the movement amount signal (or reference signal the movement amount signal and comparing comparing means for) determining (or a control unit controlled by the two mutually different values ​​corresponding to the comparison) (or "open or closed", or "H or L level") (or, maintained) game control device equipped with.
  3. 【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. An apparatus according to claim 1 or 2, the movement amount signal generating means, the game control device and generates a shift amount signal based on an acceleration signal generated accelerometer.
  4. 【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 method of claim 1 or 2, the movement amount signal generating means, the game control device and generates a shift amount signal from the intermediate speed signal based on an acceleration signal generated accelerometer.
  5. 【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. A claim 1, a game controller having a reset means for resetting the acceleration signal, velocity signal or the movement amount signal.
JP24391793A 1992-09-11 1993-09-04 Game controller Expired - Fee Related JP3907213B2 (en)

Priority Applications (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 controller

Applications Claiming Priority (1)

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

Publications (2)

Publication Number Publication Date
JPH06198075A true 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 controller

Country Status (1)

Country Link
JP (1) JP3907213B2 (en)

Cited By (33)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1999058214A1 (en) * 1998-05-13 1999-11-18 Sega Enterprises, Ltd. Gun-shaped controller and game machine
JP2001353362A (en) * 2000-06-16 2001-12-25 Snk Corp External storage medium and portable game machine for playing game using the same
US6628264B1 (en) * 1999-08-27 2003-09-30 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
US6669563B1 (en) 1999-09-07 2003-12-30 Konami Corporation Game system
JP2005144158A (en) * 2003-10-23 2005-06-09 Shinsedai Kk Game machine, control stick, game system, game program and method of playing game
US7070500B1 (en) 1999-09-07 2006-07-04 Konami Corporation Musical player-motion sensing game system
US20060287087A1 (en) * 2002-07-27 2006-12-21 Sony Computer Entertainment America Inc. Method for mapping movements of a hand-held controller to game commands
JP2007061271A (en) * 2005-08-30 2007-03-15 Nintendo Co Ltd Game system and game program
WO2007129666A1 (en) * 2006-05-08 2007-11-15 Nintendo Co., Ltd. Program, information storing medium and image generating system
JP2008299038A (en) * 2007-05-31 2008-12-11 Daiichikosho Co Ltd Karaoke system with background image presenting function
JP2008307392A (en) * 2007-06-18 2008-12-25 Ailive Inc Self contained inertial navigation system for interactive control using movable controller
JP2009011870A (en) * 2005-08-24 2009-01-22 Nintendo Co Ltd Game controller and game system
JP2009535173A (en) * 2006-01-10 2009-10-01 株式会社ソニー・コンピュータエンタテインメント 3D input control system, method and apparatus
JP2010046210A (en) * 2008-08-20 2010-03-04 Toyomaru Industry Co Ltd Game machine
US7698096B2 (en) 2008-01-21 2010-04-13 Nintendo Co., Ltd. Information processing apparatus, storage medium, and methodology for calculating an output value based on a tilt angle of an input device
JP2010279742A (en) * 2003-10-23 2010-12-16 Shinsedai Kk Game apparatus and game program
JP2011183205A (en) * 2011-06-17 2011-09-22 Nintendo Co Ltd Game system and game program
JP2012135643A (en) * 2006-01-10 2012-07-19 Sony Computer Entertainment America Llc Scheme for detecting and tracking user manipulation of game controller body and for translating movement thereof into input and game command
US8384565B2 (en) 2008-07-11 2013-02-26 Nintendo Co., Ltd. Expanding operating device and operating system
US8834271B2 (en) 2005-08-24 2014-09-16 Nintendo Co., Ltd. Game controller and game system
US8888576B2 (en) 1999-02-26 2014-11-18 Mq Gaming, Llc Multi-media interactive play system
US8913011B2 (en) 2001-02-22 2014-12-16 Creative Kingdoms, Llc Wireless entertainment device, system, and method
US8947347B2 (en) 2003-08-27 2015-02-03 Sony Computer Entertainment Inc. Controlling actions in a video game unit
US8961260B2 (en) 2000-10-20 2015-02-24 Mq Gaming, Llc Toy incorporating RFID tracking device
US9011248B2 (en) 2005-08-22 2015-04-21 Nintendo Co., Ltd. Game operating device
US9033782B2 (en) 1999-10-04 2015-05-19 Ssd Company Limited Sensing ball game machine
US9039533B2 (en) 2003-03-25 2015-05-26 Creative Kingdoms, Llc Wireless interactive game having both physical and virtual elements
US9149717B2 (en) 2000-02-22 2015-10-06 Mq Gaming, Llc Dual-range wireless interactive entertainment device
US9272206B2 (en) 2002-04-05 2016-03-01 Mq Gaming, Llc System and method for playing an interactive game
USRE45905E1 (en) 2005-09-15 2016-03-01 Nintendo Co., Ltd. Video game system with wireless modular handheld controller
US9381424B2 (en) 2002-07-27 2016-07-05 Sony Interactive Entertainment America Llc Scheme for translating movements of a hand-held controller into inputs for a system
US9446319B2 (en) 2003-03-25 2016-09-20 Mq Gaming, Llc Interactive gaming toy
US9616334B2 (en) 2002-04-05 2017-04-11 Mq Gaming, Llc Multi-platform gaming system using RFID-tagged toys

Cited By (67)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1999058214A1 (en) * 1998-05-13 1999-11-18 Sega Enterprises, Ltd. Gun-shaped controller and game machine
US6672962B1 (en) 1998-05-13 2004-01-06 Kabushiki Kaisha Sega Enterprises Gun-shaped controller and game device
US8888576B2 (en) 1999-02-26 2014-11-18 Mq Gaming, Llc Multi-media interactive play system
US9468854B2 (en) 1999-02-26 2016-10-18 Mq Gaming, Llc Multi-platform gaming systems and methods
US9731194B2 (en) 1999-02-26 2017-08-15 Mq Gaming, Llc Multi-platform gaming systems and methods
US9861887B1 (en) 1999-02-26 2018-01-09 Mq Gaming, Llc Multi-platform gaming systems and methods
US9186585B2 (en) 1999-02-26 2015-11-17 Mq Gaming, Llc Multi-platform gaming systems and methods
US6628264B1 (en) * 1999-08-27 2003-09-30 Sony Computer Entertainment Inc. Entertainment system, entertainment apparatus, recording medium, and program
US7070500B1 (en) 1999-09-07 2006-07-04 Konami Corporation Musical player-motion sensing game system
US6669563B1 (en) 1999-09-07 2003-12-30 Konami Corporation Game system
US9033782B2 (en) 1999-10-04 2015-05-19 Ssd Company Limited Sensing ball game machine
US9814973B2 (en) 2000-02-22 2017-11-14 Mq Gaming, Llc Interactive entertainment system
US9713766B2 (en) 2000-02-22 2017-07-25 Mq Gaming, Llc Dual-range wireless interactive entertainment device
US9149717B2 (en) 2000-02-22 2015-10-06 Mq Gaming, Llc Dual-range wireless interactive entertainment device
US9579568B2 (en) 2000-02-22 2017-02-28 Mq Gaming, Llc Dual-range wireless interactive entertainment device
US9474962B2 (en) 2000-02-22 2016-10-25 Mq Gaming, Llc Interactive entertainment system
US8915785B2 (en) 2000-02-22 2014-12-23 Creative Kingdoms, Llc Interactive entertainment system
JP4542233B2 (en) * 2000-06-16 2010-09-08 株式会社Snkプレイモア Computer readable external storage medium storing a game program
JP2001353362A (en) * 2000-06-16 2001-12-25 Snk Corp External storage medium and portable game machine for playing game using the same
US9480929B2 (en) 2000-10-20 2016-11-01 Mq Gaming, Llc Toy incorporating RFID tag
US8961260B2 (en) 2000-10-20 2015-02-24 Mq Gaming, Llc Toy incorporating RFID tracking device
US9931578B2 (en) 2000-10-20 2018-04-03 Mq Gaming, Llc Toy incorporating RFID tag
US9320976B2 (en) 2000-10-20 2016-04-26 Mq Gaming, Llc Wireless toy systems and methods for interactive entertainment
US9393491B2 (en) 2001-02-22 2016-07-19 Mq Gaming, Llc Wireless entertainment device, system, and method
US9737797B2 (en) 2001-02-22 2017-08-22 Mq Gaming, Llc Wireless entertainment device, system, and method
US8913011B2 (en) 2001-02-22 2014-12-16 Creative Kingdoms, Llc Wireless entertainment device, system, and method
US9162148B2 (en) 2001-02-22 2015-10-20 Mq Gaming, Llc Wireless entertainment device, system, and method
US9463380B2 (en) 2002-04-05 2016-10-11 Mq Gaming, Llc System and method for playing an interactive game
US9616334B2 (en) 2002-04-05 2017-04-11 Mq Gaming, Llc Multi-platform gaming system using RFID-tagged toys
US9272206B2 (en) 2002-04-05 2016-03-01 Mq Gaming, Llc System and method for playing an interactive game
US9381424B2 (en) 2002-07-27 2016-07-05 Sony Interactive Entertainment America Llc Scheme for translating movements of a hand-held controller into inputs for a system
US20060287087A1 (en) * 2002-07-27 2006-12-21 Sony Computer Entertainment America Inc. Method for mapping movements of a hand-held controller to game commands
US9393487B2 (en) * 2002-07-27 2016-07-19 Sony Interactive Entertainment Inc. Method for mapping movements of a hand-held controller to game commands
US8961312B2 (en) 2003-03-25 2015-02-24 Creative Kingdoms, Llc Motion-sensitive controller and associated gaming applications
US9770652B2 (en) 2003-03-25 2017-09-26 Mq Gaming, Llc Wireless interactive game having both physical and virtual elements
US9039533B2 (en) 2003-03-25 2015-05-26 Creative Kingdoms, Llc Wireless interactive game having both physical and virtual elements
US9707478B2 (en) 2003-03-25 2017-07-18 Mq Gaming, Llc Motion-sensitive controller and associated gaming applications
US9446319B2 (en) 2003-03-25 2016-09-20 Mq Gaming, Llc Interactive gaming toy
US9393500B2 (en) 2003-03-25 2016-07-19 Mq Gaming, Llc Wireless interactive game having both physical and virtual elements
US8947347B2 (en) 2003-08-27 2015-02-03 Sony Computer Entertainment Inc. Controlling actions in a video game unit
JP2010279742A (en) * 2003-10-23 2010-12-16 Shinsedai Kk Game apparatus and game program
JP2005144158A (en) * 2003-10-23 2005-06-09 Shinsedai Kk Game machine, control stick, game system, game program and method of playing game
JP4742247B2 (en) * 2003-10-23 2011-08-10 新世代株式会社 Game apparatus and a game program
US9675878B2 (en) 2004-09-29 2017-06-13 Mq Gaming, Llc System and method for playing a virtual game by sensing physical movements
US9011248B2 (en) 2005-08-22 2015-04-21 Nintendo Co., Ltd. Game operating device
US9498728B2 (en) 2005-08-22 2016-11-22 Nintendo Co., Ltd. Game operating device
US9700806B2 (en) 2005-08-22 2017-07-11 Nintendo Co., Ltd. Game operating device
US9044671B2 (en) 2005-08-24 2015-06-02 Nintendo Co., Ltd. Game controller and game system
US8834271B2 (en) 2005-08-24 2014-09-16 Nintendo Co., Ltd. Game controller and game system
JP2009011870A (en) * 2005-08-24 2009-01-22 Nintendo Co Ltd Game controller and game system
US9498709B2 (en) 2005-08-24 2016-11-22 Nintendo Co., Ltd. Game controller and game system
US9227138B2 (en) 2005-08-24 2016-01-05 Nintendo Co., Ltd. Game controller and game system
JP2007061271A (en) * 2005-08-30 2007-03-15 Nintendo Co Ltd Game system and game program
USRE45905E1 (en) 2005-09-15 2016-03-01 Nintendo Co., Ltd. Video game system with wireless modular handheld controller
JP2012135643A (en) * 2006-01-10 2012-07-19 Sony Computer Entertainment America Llc Scheme for detecting and tracking user manipulation of game controller body and for translating movement thereof into input and game command
JP2009535173A (en) * 2006-01-10 2009-10-01 株式会社ソニー・コンピュータエンタテインメント 3D input control system, method and apparatus
EP2016983A1 (en) * 2006-05-08 2009-01-21 Nintendo Co., Ltd. Program, information storing medium and image generating system
US9044669B2 (en) 2006-05-08 2015-06-02 Nintendo Co., Ltd. Program, information storage medium, and image generation system
EP2016983A4 (en) * 2006-05-08 2012-03-28 Nintendo Co Ltd Program, information storing medium and image generating system
JP2007300974A (en) * 2006-05-08 2007-11-22 Namco Bandai Games Inc Program, information storage medium and image generation system
WO2007129666A1 (en) * 2006-05-08 2007-11-15 Nintendo Co., Ltd. Program, information storing medium and image generating system
JP2008299038A (en) * 2007-05-31 2008-12-11 Daiichikosho Co Ltd Karaoke system with background image presenting function
JP2008307392A (en) * 2007-06-18 2008-12-25 Ailive Inc Self contained inertial navigation system for interactive control using movable controller
US7698096B2 (en) 2008-01-21 2010-04-13 Nintendo Co., Ltd. Information processing apparatus, storage medium, and methodology for calculating an output value based on a tilt angle of an input device
US8384565B2 (en) 2008-07-11 2013-02-26 Nintendo Co., Ltd. Expanding operating device and operating system
JP2010046210A (en) * 2008-08-20 2010-03-04 Toyomaru Industry Co Ltd Game machine
JP2011183205A (en) * 2011-06-17 2011-09-22 Nintendo Co Ltd Game system and game program

Also Published As

Publication number Publication date Type
JP3907213B2 (en) 2007-04-18 grant

Similar Documents

Publication Publication Date Title
US5485171A (en) Hand held computer input apparatus and method
US6130664A (en) Input device
US7688310B2 (en) Haptic feedback using a keyboard device
US6947028B2 (en) Active keyboard for handheld electronic gadgets
US6256011B1 (en) Multi-function control device with force feedback
US6239806B1 (en) User controlled graphics object movement based on amount of joystick angular rotation and point of view angle
US5166463A (en) Motion orchestration system
US20020126026A1 (en) Information input system using bio feedback and method thereof
US20100090949A1 (en) Method and Apparatus for Input Device
US7161579B2 (en) Hand-held computer interactive device
US6150947A (en) Programmable motion-sensitive sound effects device
US7623114B2 (en) Haptic feedback sensations based on audio output from computer devices
US6164853A (en) Ergonomic housing for a handheld device
US6154199A (en) Hand positioned mouse
US6866507B2 (en) Foot switch
US20020068556A1 (en) Remote control
US20070270217A1 (en) System and method for detecting moment of impact and/or strength of a swing based on accelerometer data
US5632679A (en) Touch sensitive computer interface controller
US20020000971A1 (en) Image controller
US5668574A (en) Palm-top wireless trackball
US5793354A (en) Method and apparatus for an improved computer pointing device
US5894303A (en) Computer mouse and shell therefore
JP2000148351A (en) Operation instruction output device giving operation instruction in accordance with kind of user's action and computer-readable recording medium
JP2000308756A (en) Input controller of game device
WO1997028864A1 (en) Remote control wand for computer video game interaction

Legal Events

Date Code Title Description
A521 Written amendment

Free format text: JAPANESE INTERMEDIATE CODE: A523

Effective date: 20061111

A61 First payment of annual fees (during grant procedure)

Free format text: JAPANESE INTERMEDIATE CODE: A61

Effective date: 20070116

R150 Certificate of patent (=grant) or registration of utility model

Free format text: JAPANESE INTERMEDIATE CODE: R150

S531 Written request for registration of change of domicile

Free format text: JAPANESE INTERMEDIATE CODE: R313531

R350 Written notification of registration of transfer

Free format text: JAPANESE INTERMEDIATE CODE: R350

LAPS Cancellation because of no payment of annual fees