JPH0724143A - Grapple game device - Google Patents

Grapple game device

Info

Publication number
JPH0724143A
JPH0724143A JP5195557A JP19555793A JPH0724143A JP H0724143 A JPH0724143 A JP H0724143A JP 5195557 A JP5195557 A JP 5195557A JP 19555793 A JP19555793 A JP 19555793A JP H0724143 A JPH0724143 A JP H0724143A
Authority
JP
Japan
Prior art keywords
player
enemy character
attack
glove
gloves
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
JP5195557A
Other languages
Japanese (ja)
Other versions
JP3496686B2 (en
Inventor
Yoshiyuki Endo
義行 遠藤
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.)
Sega Corp
Original Assignee
Sega Enterprises Ltd
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 Sega Enterprises Ltd filed Critical Sega Enterprises Ltd
Priority to JP19555793A priority Critical patent/JP3496686B2/en
Publication of JPH0724143A publication Critical patent/JPH0724143A/en
Application granted granted Critical
Publication of JP3496686B2 publication Critical patent/JP3496686B2/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
    • 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
    • A63F2300/1012Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals involving biosensors worn by the player, e.g. for measuring heart beat, limb activity
    • 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
    • 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
    • A63F2300/80Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game specially adapted for executing a specific type of game
    • A63F2300/8029Fighting without shooting

Landscapes

  • Measurement Of The Respiration, Hearing Ability, Form, And Blood Characteristics Of Living Organisms (AREA)

Abstract

PURPOSE:To obtain a grapple game device which enables to compete for a reflex nerve by providing an acceleration sensor in gloves which a player puts on, emitting infrared rays, based on an output of its sensor, and measuring the time until the infrared rays are photodetected after an attack is started. CONSTITUTION:In the center of a display board 3 provided erectly on a housing 2, a liquid crystal monitor 4 is provided, an enemy character 5 in a figure of a boxer is displayed thereon, and also, an outline only of an ally character 6 for supposing a player is displayed. On the other hand, an acceleration sensor is provided in gloves which the player puts on, and when the player puts on the gloves and gives a punch, a signal is outputted from the acceleration sensor, an infrared ray emitting part contained in the gloves is operated, and the emitted infrared rays are photodetected by an infrared ray photodetecting part 10 provided in front of the display board 3. Subsequently, when an attack is executed by the enemy character 5, the time until the player thrusts the glove in accordance with this attack is measured, and a speed of an attack of the player is decided.

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、プレイヤーがグローブ
を嵌めてプレイする格闘ゲーム装置に関する。
BACKGROUND OF THE INVENTION 1. Field of the Invention The present invention relates to a fighting game device in which a player wears gloves to play.

【0002】[0002]

【従来技術】プレイヤーが実際グローブを嵌めてプレイ
するゲーム装置は少なく、従来ある例としてはグローブ
内の空気圧をホースを介して人形の駆動系に伝達するよ
う構成されたものがあり、該グローブを手に嵌め腕を動
かすことにより、グローブ内の空気圧の変化が人形の駆
動系に伝達されて人形が腕を進退させパンチを繰り出す
ことができる。
2. Description of the Related Art There are few game devices in which a player actually wears a glove and, as a conventional example, there is a game device configured to transmit air pressure in the glove to a doll's drive system via a hose. By fitting the hand and moving the arm, the change in the air pressure inside the glove is transmitted to the drive system of the doll, so that the doll can advance and retract the arm and push out the punch.

【0003】[0003]

【解決しようとする課題】しかし、グローブにはホース
が接続されていて邪魔であるとともに、単にパンチを繰
り出すだけで、反射神経等を競うものではなく、興味を
そそる点にいま一つ欠ける点がある。
[Problems to be solved] However, the hose is connected to the glove, which is an obstacle, and it does not compete for reflexes etc. simply by punching out, but it lacks one more interesting point. is there.

【0004】本発明はかかる点に鑑みなされたもので、
その目的とする処は、グローブに邪魔なものを接続せ
ず、モニター画面に表示される相手の動きに対し正確に
かつ敏捷に反応することを要求され反射神経を競うこと
ができる格闘ゲーム装置を供する点にある。
The present invention has been made in view of the above points.
The goal is to use a fighting game device that can compete for reflexes without being connected to a glove and being required to react accurately and agilely to the movement of the opponent displayed on the monitor screen. There is a point to offer.

【0005】[0005]

【課題を解決するための手段および作用】上記目的を達
成するために、本発明は、敵方キャラクタ等をモニター
画面に映し出す画像表示手段と、同画像表示手段の画像
を形成する画像形成手段と、前記画像表示手段の画面近
傍に設けられた赤外線受光手段と、プレイヤーが手に嵌
めるグローブと、前記グローブに設けられた加速度セン
サと、前記グローブに設けられた前記加速度センサに基
づき発光する赤外線発光手段と、前記モニター画面上の
敵方キャラクタに攻撃をさせた時から前記赤外線受光手
段の受光信号の入力までの時間を測りプレイヤーの攻撃
の早さを判断する判断手段とを備えた格闘ゲーム装置と
した。
To achieve the above object, the present invention provides an image display means for displaying an enemy character or the like on a monitor screen, and an image forming means for forming an image of the image display means. Infrared light receiving means provided in the vicinity of the screen of the image display means, gloves worn by a player, an acceleration sensor provided on the gloves, and infrared light emission that emits light based on the acceleration sensor provided on the gloves Means and a fighting game device provided with a judging means for judging the speed of the player's attack by measuring the time from the time when the enemy character on the monitor screen is attacked until the reception of the light receiving signal of the infrared light receiving means And

【0006】プレイヤーは手にグローブを嵌め、モニタ
ー画面の前に立ち画面上の敵方キャラクタの攻撃に対
し、できるだけ早くグローブを繰り出して攻撃し赤外線
を発光させることで、判断手段は敵方キャラクタの攻撃
から赤外線受光信号の入力するまでの時間に基づきプレ
イヤーの攻撃の早さを判断することができ、反射神経の
早さを競うことが可能である。
The player wears a glove on his / her hand, stands in front of the monitor screen, and attacks the enemy character on the screen by letting out the glove as quickly as possible to attack and emit infrared rays. It is possible to judge the speed of the player's attack based on the time from the attack to the input of the infrared light reception signal, and it is possible to compete for the speed of the reflexes.

【0007】グローブにはホース等邪魔になるものを接
続する必要がないので、腕の繰り出しが自由にできる。
Since it is not necessary to connect a hose such as a hose to the glove, it is possible to freely extend the arm.

【0008】また敵方の攻撃は、モニター画面のキャラ
クタが動作で表示できるので、変化に富んだ多彩な攻撃
が可能で興味をそそられ、さらにキャラクタを変えるこ
とも簡単にできてゲーム展開を種々変更させて興味を持
続させることができる。
[0008] In addition, since the enemy character's attack can be displayed by the action of the character on the monitor screen, a variety of varied attacks are possible and intriguing. Furthermore, the character can be easily changed and various game developments can be performed. You can change it and keep your interest.

【0009】[0009]

【実 施 例】以下図1ないし図4に図示した本発明の
一実施例について説明する。図1は本実施例の格闘ゲー
ム装置本体1の外観図であり、図2はプレイヤーが手に
嵌めるグローブ20の外観図である。
EXAMPLES An example of the present invention shown in FIGS. 1 to 4 will be described below. FIG. 1 is an external view of a fighting game device main body 1 of the present embodiment, and FIG. 2 is an external view of a glove 20 that the player fits in his hand.

【0010】図1に示す格闘ゲーム装置本体1は、基台
となる筺体2の上に表示ボード3が立設されており、表
示ボード3の中央に液晶モニター4がモニター画面を前
方に向け配設されている。液晶モニター4にはボクサー
の姿をした敵方キャラクタ5が前面を向いて表示され、
プレイヤーを仮想した味方キャラクタ6が輪郭だけ表示
されるとともにプレイヤーの得点表示7およびレベル表
示8がなされる。
In the fighting game apparatus main body 1 shown in FIG. 1, a display board 3 is erected on a housing 2 which is a base, and a liquid crystal monitor 4 is arranged in the center of the display board 3 with the monitor screen facing forward. It is set up. On the LCD monitor 4, the enemy character 5 in the shape of a boxer is displayed facing the front,
Only the outline of the ally character 6 that virtually represents the player is displayed, and the score display 7 and the level display 8 of the player are displayed.

【0011】液晶モニター4の下方には赤外線受光部10
が横長に配設されている。筺体2の上面には電源ボタン
11とセレクトボタン12が並んで設けられ、内部にはスピ
ーカ13が内蔵されるとともに制御ボードが配設されてい
る。
Below the liquid crystal monitor 4, there is an infrared receiver 10
Are arranged horizontally. Power button on the top of the case 2
11 and a select button 12 are provided side by side, and a speaker 13 is built in and a control board is provided inside.

【0012】一方図2に示す左右のグローブ20は、内部
に握り棒21があり、プレイヤーはグローブ20を嵌めたと
きこの握り棒21を握る。グローブ20の先端部分には赤外
線発光部22を有し、上部にはLED23が取り付けられて
いる。
On the other hand, the left and right gloves 20 shown in FIG. 2 have a grip bar 21 inside, and the player grips the grip bar 21 when the glove 20 is fitted. The globe 20 has an infrared light emitting portion 22 at the tip portion thereof, and an LED 23 is attached to the upper portion thereof.

【0013】そして握り棒21の内部には加速度センサ24
を電源25が内蔵されている。プレイヤーがグローブ20を
嵌めてパンチを繰り出すと、加速度センサ24が働らいて
赤外線発光部22およびLED23を発光させる。
An acceleration sensor 24 is provided inside the grip bar 21.
The power supply 25 is built in. When the player fits the glove 20 and sends out a punch, the acceleration sensor 24 operates to cause the infrared ray emitting section 22 and the LED 23 to emit light.

【0014】赤外線の方はプレイヤーが見ることができ
ないが、LED23の発光を見て赤外線発光部22が発光し
ていることを知ることができる。なお左右のグローブ20
に設けられた赤外線発光部22からの発光赤外線は波長が
異なる。
Although the infrared ray cannot be seen by the player, it can be seen by seeing the light emission of the LED 23 that the infrared light emitting portion 22 is emitting light. The left and right gloves 20
The wavelengths of the infrared rays emitted from the infrared ray emitting section 22 provided in are different.

【0015】次に格闘ゲーム装置本体1の制御系のブロ
ック図を図3に示し説明する。ゲームの進行はマイクロ
コンピュータ30によって制御されており、マイクロコン
ピュータ30には前記電源ボタン11、セレクトボタン12お
よび赤外線受光部10からの信号が入力される。
Next, a block diagram of a control system of the fighting game apparatus body 1 will be described with reference to FIG. The progress of the game is controlled by the microcomputer 30, and signals from the power button 11, the select button 12, and the infrared light receiving section 10 are input to the microcomputer 30.

【0016】マイクロコンピュータ30は、これら入力信
号に基づきゲームを進行制御し、画像制御回路31に画像
指示信号を出力するとともに音声指示信号をサウンド駆
動回路32に出力する。
The microcomputer 30 controls the progress of the game based on these input signals, outputs an image instruction signal to the image control circuit 31, and outputs a voice instruction signal to the sound drive circuit 32.

【0017】画像制御回路31はマイクロコンピュータ30
からの信号とキャラクタ画像メモリー33からのキャラク
タ信号とにより画像信号を形成しカラー拡張回路34に出
力し、カラー拡張回路34は画像情報の色彩をより多様な
色彩に拡張して液晶モニター4に映像を形成させる。ま
たサウンド駆動回路32は音声指示信号を受けて前記スピ
ーカ13を駆動して音声を発生する。
The image control circuit 31 is a microcomputer 30.
An image signal is formed from the signal from the character image memory 33 and the character signal from the character image memory 33, and the image signal is output to the color expansion circuit 34. The color expansion circuit 34 expands the color of the image information into more various colors and displays the image on the liquid crystal monitor 4. To form. The sound drive circuit 32 receives the voice instruction signal and drives the speaker 13 to generate voice.

【0018】以上の制御系による動作手順を図4のフロ
ーチャートにしたがって説明する。まず電源ボタン11が
入れられると、ステップ1からステップ5に進むが、電
源ボタン11が入れられていないときは、ステップ2に進
んで、得点・レベルをクリアし、ステップ3でダウンタ
イマーTを1ゲームプレイできる所定時間にセットし
(ステップ3)、フラグFを“0”にしておく(ステッ
プ4)。
The operation procedure of the above control system will be described with reference to the flowchart of FIG. First, when the power button 11 is turned on, the process proceeds from step 1 to step 5, but when the power button 11 is not turned on, the process proceeds to step 2 to clear the score / level, and the down timer T is set to 1 in step 3. The game is set to a predetermined time that can be played (step 3), and the flag F is set to "0" (step 4).

【0019】電源ボタン11が押されステップ5に進むと
タイマーTが0となったか否かを判断し、0となってい
なければステップ6に進みフラグFの状態を判断する。
当初フラグFは“0”であるので、ステップ7に進み、
セレクトボタン12によるキャラクタの選択が行われる。
When the power button 11 is pressed and the process proceeds to step 5, it is determined whether the timer T has become 0. If not, the process proceeds to step 6 to determine the state of the flag F.
Initially, the flag F is "0", so proceed to Step 7,
A character is selected by the select button 12.

【0020】セレクトボタン12を押すごとに対戦相手の
敵方キャラクタ5が順次モニター画面に現われて自由に
選択できるようになっており、選択した敵方キャラクタ
5が画面に現われているところで手に嵌めた左右いずれ
かのグローブ20を突き出すと、赤外線が発光して赤外線
受光部10に受光され、この赤外線の入力の有無をステッ
プ8で判断する。
Each time the select button 12 is pressed, the opponent's enemy character 5 appears in sequence on the monitor screen so that the player can freely select it. When the selected enemy character 5 appears on the screen, fit it into your hand. When either the right or left globe 20 is projected, infrared rays are emitted and are received by the infrared receiving section 10, and it is judged in step 8 whether or not the infrared rays are input.

【0021】ここで赤外線の入力があると敵方キャラク
タ5が確定してステップ9に進みスピーカ13を駆動して
スタートメロディーを流し、フラグFに“1”を立てる
(ステップ10)。したがって以後はステップ6からステ
ップ11に飛び、最初だけ敵方キャラクタ5の選択とスタ
ートメロディーが流れる。
When infrared rays are input here, the enemy character 5 is confirmed and the process proceeds to step 9 to drive the speaker 13 to play the start melody and set the flag F to "1" (step 10). Therefore, after that, the process jumps from step 6 to step 11, and only the first time the enemy character 5 is selected and the start melody is played.

【0022】そして次のステップ11では敵方キャラクタ
5の左右のパンチのいずれかを任意に選択し、敵方キャ
ラクタ5は選択された側の腕によるパンチを繰り出し攻
撃する(ステップ12)。そして次のステップ13で赤外線
受光部10に赤外線が受光されて受光信号が入力されたか
否かを判別し、入力がなければ本ルーチンを抜け、入力
があったときは、さらに受光された赤外線の波長を判別
して正しい波長であるか否かを判断する(ステップ1
4)。
Then, in the next step 11, any one of the left and right punches of the enemy character 5 is arbitrarily selected, and the enemy character 5 gives out a punch by the selected arm to attack (step 12). Then, in the next step 13, it is determined whether or not the infrared light is received by the infrared light receiving unit 10 and the light reception signal is input.If there is no input, this routine is exited. Determine the wavelength to see if it is the correct wavelength (step 1
Four).

【0023】例えば敵方キャラクタ5が右腕を突き出し
て右パンチを繰り出したときに、グローブ20を左右の手
に嵌めたプレイヤーが対向する側の左パンチを出すと、
左側のグローブ20の加速度センサ24が働いて赤外線発光
部22を発光させ、この赤外線を赤外線受光部10が受光し
てその受光信号をマイクロコンピュータ30に送り、その
波長から左パンチであり正しいと判断される。
For example, when the enemy character 5 sticks out his right arm and makes a right punch, if the player who wears the glove 20 in his left and right hands makes a left punch on the opposite side,
The acceleration sensor 24 of the left glove 20 operates to cause the infrared light emitting portion 22 to emit light, the infrared light receiving portion 10 receives the infrared light and sends the received light signal to the microcomputer 30, and from the wavelength, it is determined that it is a left punch and is correct. To be done.

【0024】もしプレイヤーが右パンチを出したときは
その赤外線の波長から正しくないと判断されステップ14
から本ルーチンを抜けることになる。すなわちプレイヤ
ーは敵方キャラクタ5が繰り出すパンチと対向する側の
パンチを出すように応戦しプレイをする。
If the player makes a right punch, it is judged from the infrared wavelength that it is incorrect, and the step 14
You will exit this routine from. That is, the player plays by responding so as to produce a punch on the side opposite to the punch delivered by the enemy character 5.

【0025】そして赤外線の波長が正しいと判断された
ときは、ステップ14からステップ15に進み、敵方キャラ
クタ5のパンチから赤外線の入力があるまでの遅れ時間
tを計測する。
If it is determined that the infrared wavelength is correct, the process proceeds from step 14 to step 15 to measure the delay time t from the punch of the enemy character 5 to the infrared input.

【0026】次のステップ16でこの遅れ時間が0.5秒以
内か否かを判断し0.5秒以内ならばステップ19に飛び得
点に2ポイント加算し、0.5秒を越えると次のステップ
17で1.0秒以内か否かを判断し、1.0秒以内ならばステ
ップ18に進み得点に1ポイントを加算し、1.0秒を越え
るときはポイントの加算はなく本ルーチンを抜ける。
In the next step 16, it is judged whether or not this delay time is within 0.5 seconds. If it is within 0.5 seconds, jump to step 19 and add 2 points to the score. Step
At 17 it is judged whether it is within 1.0 second, and if it is within 1.0 second, proceed to step 18 and add 1 point to the score. If it exceeds 1.0 second, no point is added and this routine is exited. .

【0027】遅れ時間tが0.5秒または1.0秒以内でポ
イントの加算があったときは、次のステップ20で“バシ
ッ”というパンチが当ったような擬声音を発生させ、次
いで敵方キャラクタ5が身体を動揺させ(ステップ2
1)、さらに“ウォー”という声を発生させる(ステッ
プ21)。
When the points are added within the delay time t of 0.5 seconds or 1.0 seconds, the next step 20 is to generate an onomatopoeic sound such as "bash", and then the enemy The character 5 shakes his body (step 2
1) Further, a voice "war" is generated (step 21).

【0028】すなわちプレイヤーのパンチにより敵方キ
ャラクタ5がダメージを受けたことを表現している。そ
して前記ステップ18,19で加算された得点を得点表示7
に映し出す(ステップ23)。
That is, it represents that the enemy character 5 is damaged by the punch of the player. Then, the score displayed in steps 18 and 19 is displayed as a score 7
(Step 23).

【0029】次に敵方キャラクタ5が負けたか否かがス
テップ24で判断される。敵方キャラクタ5がある程度ダ
メージを受けると負けと判定されるようになっており、
負けと判定されるとステップ25に進んで当該敵方キャラ
クタ5はダウンし、新たな敵方キャラクタ5と交替す
る。敵方キャラクタ5が負けと判定されない間は本ルー
チンを抜ける。
Next, it is determined in step 24 whether or not the enemy character 5 has lost. If the enemy character 5 is damaged to some extent, it will be judged as lost,
If it is determined that the player is lost, the process proceeds to step 25, where the enemy character 5 is down and replaced with a new enemy character 5. This routine is terminated while the enemy character 5 is not determined to be lost.

【0030】以上のようなステップを繰り返えしてゲー
ムが進行し、タイマーTが0となると、ステップ5から
ステップ26に飛んでレベル判定がなされる。得点を5段
階に分けて評価しており、前記モニター画面のレベル表
示8にレベルが表示されゲームが終了する。
When the game progresses by repeating the above steps and the timer T becomes 0, the level is judged by jumping from step 5 to step 26. The score is evaluated in five stages, the level is displayed on the level display 8 on the monitor screen, and the game ends.

【0031】このようにしてゲームがなされるので、モ
ニター画面の敵方キャラクタ5のパンチに対し正しくか
つす速く対応してプレイヤーがパンチを出すと得点が上
がり、それぞれ違った敵方キャラクタ5と順次対戦する
ことができ、高いレベルの判定が得られる。
Since the game is played in this manner, the score increases when the player punches correctly and quickly in response to the punch of the enemy character 5 on the monitor screen. You can compete and get a high level of judgment.

【0032】プレイヤーは、ただ単にパンチを繰り出す
のではなく、敵方キャラクタ5の動きをよく見て正しく
敏捷に反応しなければならないので反射神経を競うこと
ができ興味をそそる。
Since the player has to look at the movements of the enemy character 5 and react correctly and agilely, rather than merely punching out, the player can compete for reflexes and is intriguing.

【0033】また敵方キャラクタ5は液晶モニター4の
画面に自由な動きで映し出されるので、プレイヤーは変
化のある攻撃をしてくる敵方キャラクタ5を見ながらプ
レイするので、臨場感がある。プレイヤーは強くなれ
ば、敵を何人も負かし、種々の敵と対戦することができ
興味がつきない。
Further, since the enemy character 5 is displayed on the screen of the liquid crystal monitor 4 in a free movement, the player plays while watching the enemy character 5 attacking with a variety of attacks, so that there is a sense of realism. If the player becomes strong, he can defeat many enemies and play against various enemies, which makes him uninteresting.

【0034】後から出てくる敵方キャラクタを順次レベ
ルが高い強いキャラクタに設定することができ、このよ
うに設定することで初心者から熟練者まで幅広いプレイ
ヤーが興味を持てるようにすることができる。なおグロ
ーブ20には邪魔なものが取り付けられておらず扱い易
い。
The enemy character appearing later can be set to a strong character having a higher level in sequence, and by setting in this way, a wide range of players from beginners to experts can be interested. It should be noted that the glove 20 is easy to handle because no obstacle is attached to it.

【0035】以上の実施例では、モニター画面にボクサ
ーが出てきたが、ボクシングに限らず空手等の格闘を模
したゲームとすることができる。またカートリッジ式の
ROM等に各種格闘ゲームのソフトが記録されていてR
OMを差し替えて使用する方式とすることもできる。モ
ニター画面も液晶モニター4に限らずブラウン管式のモ
ニターテレビを使用することも当然可能である。
In the above embodiment, the boxer appears on the monitor screen, but the game is not limited to boxing but can be a game simulating a fight such as karate. In addition, the software of various fighting games is recorded in the cartridge type ROM etc.
It is also possible to adopt a method of replacing the OM and using it. The monitor screen is not limited to the liquid crystal monitor 4, and it is naturally possible to use a cathode ray tube type monitor TV.

【0036】[0036]

【発明の効果】本発明は、モニター画面に映し出される
敵方キャラクタの攻撃に対してプレイヤーが応戦し、そ
の反応の早さを競うことができるので、エキサイティン
グなゲームを楽しむことができる。
As described above, according to the present invention, the player can respond to the attack of the enemy character displayed on the monitor screen and compete for the speed of the reaction, so that an exciting game can be enjoyed.

【0037】敵方キャラクタの攻撃はモニター画面に表
示されるので、リアルな動きで多彩な攻撃がなされ臨場
感があり、対戦相手も順次変わる等して興味が持続す
る。またプレイヤーが嵌めるグローブにはホースのよう
な邪魔になるものがなく扱い易い。
Since the attack of the enemy character is displayed on the monitor screen, a variety of attacks can be made with realistic movements to give the player a sense of realism, and the opponent will continue to change and the interest will continue. In addition, the glove worn by the player is easy to handle as there are no obstacles such as hoses.

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

【図1】本発明に係る一実施例の格闘ゲーム装置本体の
外観図である。
FIG. 1 is an external view of a fighting game device main body according to an embodiment of the present invention.

【図2】同例のグローブの外観図である。FIG. 2 is an external view of a glove according to the same example.

【図3】同例の制御系の概略ブロック図である。FIG. 3 is a schematic block diagram of a control system of the same example.

【図4】同例の動作手順を示すフローチャートである。FIG. 4 is a flowchart showing an operation procedure of the same example.

【符号の説明】[Explanation of symbols]

1…格闘ゲーム装置本体、2…筺体、3…表示ボード、
4…液晶モニター、5…敵方キャラクタ、6…味方キャ
ラクタ、7…得点表示、8…レベル表示、10…赤外線受
光部、11…電源ボタン、12…セレクトボタン、13…スピ
ーカ、20…グローブ、21…握り棒、22…赤外線発光部、
23…LED、24…加速度センサ、25…電源、30…マイク
ロコンピュータ、31…画像制御回路、32…サウンド駆動
回路、33…キャラクタ画像メモリー、34…カラー拡張回
路。
1 ... Fighting game device main body, 2 ... Housing, 3 ... Display board,
4 ... Liquid crystal monitor, 5 ... enemy character, 6 ... ally character, 7 ... score display, 8 ... level display, 10 ... infrared receiver, 11 ... power button, 12 ... select button, 13 ... speaker, 20 ... glove, 21 ... grip bar, 22 ... infrared light emitting part,
23 ... LED, 24 ... acceleration sensor, 25 ... power supply, 30 ... microcomputer, 31 ... image control circuit, 32 ... sound drive circuit, 33 ... character image memory, 34 ... color expansion circuit.

Claims (1)

【特許請求の範囲】[Claims] 【請求項1】 敵方キャラクタ等をモニター画面に映し
出す画像表示手段と、 同画像表示手段の画像を形成する画像形成手段と、 前記画像表示手段の画面近傍に設けられた赤外線受光手
段と、 プレイヤーが手に嵌めるグローブと、 前記グローブに設けられた加速度センサと、 前記グローブに設けられた前記加速度センサに基づき発
光する赤外線発光手段と、 前記モニター画面上の敵方キャラクタに攻撃をさせた時
から前記赤外線受光手段の受光信号の入力までの時間を
測りプレイヤーの攻撃の早さを判断する判断手段とを備
えたことを特徴とする格闘ゲーム装置。
1. An image display means for displaying an enemy character or the like on a monitor screen, an image forming means for forming an image of the image display means, an infrared light receiving means provided near the screen of the image display means, and a player. A glove that fits in the hand, an acceleration sensor provided on the glove, an infrared light emitting unit that emits light based on the acceleration sensor provided on the glove, and from when the enemy character on the monitor screen is attacked A fighting game device, comprising: a determination means for determining the speed of the player's attack by measuring the time until the reception signal of the infrared light receiving means is input.
JP19555793A 1993-07-14 1993-07-14 GAME DEVICE AND ITS CONTROL METHOD Expired - Fee Related JP3496686B2 (en)

Priority Applications (1)

Application Number Priority Date Filing Date Title
JP19555793A JP3496686B2 (en) 1993-07-14 1993-07-14 GAME DEVICE AND ITS CONTROL METHOD

Applications Claiming Priority (1)

Application Number Priority Date Filing Date Title
JP19555793A JP3496686B2 (en) 1993-07-14 1993-07-14 GAME DEVICE AND ITS CONTROL METHOD

Publications (2)

Publication Number Publication Date
JPH0724143A true JPH0724143A (en) 1995-01-27
JP3496686B2 JP3496686B2 (en) 2004-02-16

Family

ID=16343095

Family Applications (1)

Application Number Title Priority Date Filing Date
JP19555793A Expired - Fee Related JP3496686B2 (en) 1993-07-14 1993-07-14 GAME DEVICE AND ITS CONTROL METHOD

Country Status (1)

Country Link
JP (1) JP3496686B2 (en)

Cited By (4)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1082981A3 (en) * 1999-09-07 2001-05-23 Konami Corporation Game system
EP1206950A3 (en) * 2000-11-16 2003-01-08 Konami Corporation Match-style 3D video game device and controller therefor
US7070500B1 (en) 1999-09-07 2006-07-04 Konami Corporation Musical player-motion sensing game system
CN115337627A (en) * 2022-09-01 2022-11-15 深圳十米网络科技有限公司 Boxing motion sensing game method and device and computer readable storage medium

Cited By (6)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
EP1082981A3 (en) * 1999-09-07 2001-05-23 Konami Corporation Game system
US6669563B1 (en) 1999-09-07 2003-12-30 Konami Corporation Game system
US7070500B1 (en) 1999-09-07 2006-07-04 Konami Corporation Musical player-motion sensing game system
EP1206950A3 (en) * 2000-11-16 2003-01-08 Konami Corporation Match-style 3D video game device and controller therefor
US6921332B2 (en) 2000-11-16 2005-07-26 Konami Corporation Match-style 3D video game device and controller therefor
CN115337627A (en) * 2022-09-01 2022-11-15 深圳十米网络科技有限公司 Boxing motion sensing game method and device and computer readable storage medium

Also Published As

Publication number Publication date
JP3496686B2 (en) 2004-02-16

Similar Documents

Publication Publication Date Title
JP4009433B2 (en) GAME DEVICE, GAME PROGRAM, AND GAME SYSTEM
JP4691754B2 (en) Game device
JP4027031B2 (en) Competitive 3D video game device
US8057290B2 (en) Dance ring video game
US20080234023A1 (en) Light game
JP4520514B2 (en) Bar-shaped game apparatus and game program for bar-shaped game apparatus
JP2008049117A (en) Information processor
US20220409942A1 (en) Hopscotch trampoline
EP1127598A2 (en) Entertainment system, entertainment apparatus, recording medium, and program
JP3119263B1 (en) GAME DEVICE, GAME DEVICE CONTROL METHOD, AND GAME SCREEN DISPLAY METHOD
JP3496686B2 (en) GAME DEVICE AND ITS CONTROL METHOD
JPH01274780A (en) Boxing game machine
JP2003079938A (en) Competition type rally game program
JP2001009075A (en) Ball game device
JP5532374B2 (en) Game control program
JPH05180595A (en) Shooting toy
JP4692691B2 (en) GAME DEVICE, INPUT UNIT USED FOR THE SAME, AND STORAGE MEDIUM
JP2002355441A (en) Game device and game program
EP1044706A2 (en) Entertainment system, entertainment apparatus, recording medium, and program
JP2002219241A (en) Game machine, method of displaying image on screen of game machine, storage medium, server, and method of providing amusement
JP2003210830A (en) Game device, game method, game program and game system
JP2001070649A (en) Game device, and inputting means and storing medium therefor
JP7510337B2 (en) GAME PROGRAM, INFORMATION PROCESSING SYSTEM, INFORMATION PROCESSING DEVICE, AND GAME PROCESSING METHOD
JP2010099360A (en) Game control program
JPH0674194U (en) Sports game equipment

Legal Events

Date Code Title Description
A01 Written decision to grant a patent or to grant a registration (utility model)

Free format text: JAPANESE INTERMEDIATE CODE: A01

Effective date: 20031029

R250 Receipt of annual fees

Free format text: JAPANESE INTERMEDIATE CODE: R250

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20081128

Year of fee payment: 5

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20091128

Year of fee payment: 6

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20091128

Year of fee payment: 6

FPAY Renewal fee payment (event date is renewal date of database)

Free format text: PAYMENT UNTIL: 20101128

Year of fee payment: 7

LAPS Cancellation because of no payment of annual fees